Balsamiq Mockups · Sketch
Team Project: Jane Paek, Alison Jing, Chenyang Xiang, Anna Reich
Wemyss Caves, located on the north shore of East Wemyss, are historically precious due to a unique collection of Pictish carvings. However, the public awareness about these heritages is not high, and even they are threatened continuously by vandalism. To prevent the demolition, archaeologists in the School of History of St Andrews teamed up with a local community group. The project was collaborated with the archaeologists in the school, and aimed to raise awareness of the caves as important heritages and to attract people to visit the caves through the mobile application.
Ⅰ. Contextual Inquiry
Before the interview with the client, questions based on our research findings were brainstormed (Figure 1). They were classified into organization value, emotional connection, user profile, and previous user experience. After the interview with the client, we formed the WAAD - Work Activity Affinity Diagram (Figure 2), and based on this, we created a flow model which described the information flow among the work roles (Figure 3).
Also, we went to the caves with the clients and participants who volunteered to take part in our contextual inquiry and to answer the questions of our survey. We collected data from the participants in three stages: Pre-, Mid-, and Post-Wemyss caves Survey. In the first stage, the participants were asked to answer questions before they visited the caves. In the second stage, the participants experienced the caves without a guide, and answered questions about their current impressions. In the last stage, they experienced the caves with the guides and answered a set of questions.
First of all, a guided tour had a significant role on people’s interests and prides in the caves both during and after visiting caves as the carvings and special spaces for a certain purpose inside the caves need an explanation. The client commented visitors with the knowledge tend to more appreciate these heritages than those without it. The result of the onsite survey also showed after visiting the caves with the guides, the level of interest peaked, and the participants would only recommend them to friends if they can attend a guided tour.
Additionally, the client wanted a way which enabled kids to learn these heritages without realizing being taught. During the field trip, we also have found that primary school kids seemed hard to concentrate on the guided tour led by tour guides. Thus, gamification was one of the topic in the project, and there needed to be a game to get kids involved by providing information while they played in the caves.
Last but not least, many carvings and a castle near the caves have been already destroyed, and one of the caves was in pitch black with no easy access, so it could be relatively dangerous for public to visit. To expand visitors’ experiences at the Wemyss caves in a safe way, the client wanted a way to utilize the 4D Wemyss caves data the client has already built.
Based on the insights, three main features were designed: Guide, Carving Game, and Augmented Reality (AR) Tour (Figure 4). Depending on a feature, each scenario is explained in the following parts.