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A Study on UX Design Guidelines and Visitor Profiling for Virtual Museum

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Cultural Space on Metaverse

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Abstract

Following the changes in the museum environment in Korea and abroad owing to COVID-19, this study examines how visitors behave and react in a virtual museum that has appeared frequently in recent years. In this study, we aim to profile categorized museum visitors, present usability evaluation tools and UX design guidelines for improving virtual museums. To achieve this, it was first necessary to classify the viewers of the virtual museum into several types. Next, the usability, affection, and presence of the virtual exhibition space of the participants who visited the 360-degree VR and 3D VR museums were measured. Finally, we attempted to derive needs, pain points, and insights through affinity diagram. We suggest a virtual museum UX design guideline by deriving what is lacking for each virtual museum and suggesting what needs to be supplemented in the future.

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Correspondence to Ji-Hyun Lee .

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Appendix

Appendix

In addition to the main consideration factors covered in the main text, there were four other consideration factors: text size adjustment and caption placement, providing a catalog of artworks, intuitive icon’s color and shape, dialogue and sound for sense of reality.

Text Size Adjustment and Caption Placement

First, there was an opinion on the size of the wall text provided by the 3D VR and 360-degree VR. There were opinions that the text size provided by the work was too small at the 360-degree VR.

  • P10: I wish the text size was bigger.

  • P16: Text size is small.

  • P18: The text provided by the Savina Museum is too small. The text was small, so I did not have time to look at the work because I got motion sickness.

Some participants stated that the size of the text provided by the 3D VR was small, but others said that it could be seen well because the size was appropriate.

  • P16: It was nice to see the caption clearly.

  • P18: It was easy to see because it stood out even if you did not zoom in to see the caption.

  • P27: I think the text is a little smaller when I look at the text more.

Because each person feels differently about the size of the text, it is necessary to make it possible to adjust the size of the text as if zooming in on the artwork.

Second, the 360-degree VR provided the wall text horizontally at the bottom of the painting, and 3D VR provided the wall text vertically to the right of the work. In the case of 360-degree VR, participants noted that this was more comfortable because the explanation was displayed horizontally at the bottom. However, overlapping text in the painting was a hindrance to appreciation and wanted to be provided separately.

  • P14: I like the caption, because it is intuitive. I think it is okay because the caption does not interfere with the appreciation of the work.

  • P23: I think it is more comfortable because the description for each work is organized based on images, not on the right side.

  • P29: I cannot even see the text properly because it is overlaid on the picture.

In the case of 3D VR, the wall text was displayed vertically on the right side next to the work, complaining of inconveniences.

  • P10: If the caption appears at the bottom, it is okay, but when it appears on the right, immersion is reduced.

  • P19: First, I didn't like the text on the right.

  • P27: I think there is another way in which the text does not appear on the right.

When providing a caption, it is better to place it close to the work and provide a horizontal rather than vertically long explanation (Fig. 5.11).

Fig. 5.11
Two photographs of V R in 3-D and 360 degrees. They present different ways of virtual exhibition space by providing the placement of the caption horizontally rather than vertically.

3D VR (P10), 360-degree VR (P14)

Providing a Catalog of Artworks

In the case of 360-degree VR, unlike 3D VR, works are listed and provided. These archives are good at checking what works people have seen.

  • P6: It was good to have an archive in which you could see each work. If I miss anything, I can check.

  • P23: It is good that the image and description are displayed together in the archive. When I go to the actual exhibition hall, I want to see all the artworks, but I have to move them one by one to check if I have already seen them, but I think it's good because I can check with my eyes if I missed anything in the virtual space.

  • P25: It is good to check if you have seen all of the works in the archive (Fig. 5.12).

Fig. 5.12
Two photographs of V R in 360 degrees. They present different ways of virtual exhibition space by creating an archive to check all the works.

360-degree VR (P4, P21)

Intuitive Icon’s Color and Shape

Each virtual museum and art gallery has slightly different forms of icons, but because the meaning of icons provided is important in virtual exhibition spaces, it is necessary to clarify the reason for the existence of icons.

In the case of 3D VR, captions, wall texts, and video icons all had the same circular shape and were differentiated only by color, so it was difficult to know what the difference between the icons was.

  • P27: In the case of a video, it is a red circle icon, but it would be nice if the video were more intuitive, such as using the play button.

Also, in the case of the 360-degree VR, although the shapes of the icons are different, the colors are all provided in achromatic colors, making it difficult to notice.

  • P27: The UI color is not suitable for visibility. The icons are nice, but I wish that the colors were more visible.

Moreover, in the case of the 360-degree VR, it can be seen that it is difficult to find the arrow icon for movement.

  • P2: The 360-degree VR had three floors of exhibition space, but it was a shame that I did not know how to get up there. I found the arrow late.

  • P27: The direction keys are not intuitive. It would be better if the icon blinks because it does not stand out at once.

Therefore, when providing icons to provide explanations, directions, and videos in a virtual space, intuition and visibility should be highly improved.

Dialogue and Sound for a Sense of Reality

In the two experimental virtual exhibition spaces, there was a need for communication, because it was impossible to talk or chat with other users. In addition, because an avatar exists in the virtual space, they wanted to feel as if they were with someone, even if they visited alone. Therefore, there is a need to simultaneously provide user access, NPC, and chat functions.

  • P21: I prefer to go to the exhibition hall with someone, so watching and sharing opinions together is more fun than simply watching. However, it is a pity that I cannot share the conversation in real time because I am watching it alone here.

  • P28: It would be nice to have a chat function at the VR Museum of Art to create a communication channel where you can talk to other people.

  • P11: I wish there were some characters other than me.

  • P27: I also think it would be nice to have a virtual avatar.

Therefore, a virtual museum should enable simultaneous access to the virtual exhibition space of other visitors and place NPC such as docents or helpers in the exhibition space to ask questions.

In addition, there was an auditory need to feel realism in the virtual exhibition space.

  • P5: There is some noise in the real space, but there is no noise here, so I feel a sense of heterogeneity.

  • P8: It would be nice to provide ambient sounds. I think it will turn out very well.

  • P10: I wish there was an auditory element. There are things like music or white noise in an actual exhibition space, but I thought it would be nice to have one.

  • P11: I wish there was something like a white noise. Would it not be nice to play in a virtual space?

  • P23: There are sounds that this space gives, but if there are footsteps or ambient sounds, I think you can feel the experience of a real exhibition hall.

Thus, if music that matches the exhibition or ambient sound is provided, people can become more immersed into the VR exhibitions.

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Yum, J., Kim, G., Lee, JH. (2024). A Study on UX Design Guidelines and Visitor Profiling for Virtual Museum. In: Lee, JH. (eds) Cultural Space on Metaverse. KAIST Research Series. Springer, Singapore. https://doi.org/10.1007/978-981-99-2314-4_5

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