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AUGMENTED REALITY (AR)#1

A technology that overlays digital information onto the real world, enhancing user interaction with physical environments.

USER EXPERIENCE (UX)#2

The overall experience a user has with a product, focusing on ease of use, accessibility, and satisfaction.

DIGITAL EXHIBIT#3

An online or interactive display of artifacts and information, often enhanced by multimedia elements to engage visitors.

INTERACTIVE ELEMENTS#4

Components within an exhibit that allow visitors to engage actively, such as touchscreens or AR features.

PROTOTYPING#5

The process of creating a preliminary model of a digital exhibit to test concepts and functionalities before full development.

EVALUATION FRAMEWORK#6

A structured approach to assess the effectiveness and impact of an AR exhibit on visitor engagement and learning.

DESIGN THINKING#7

A user-centered approach to problem-solving that emphasizes understanding user needs and iterative testing.

CASE STUDY#8

An in-depth analysis of a particular instance of AR implementation in museums, used as a learning tool.

ACCESSIBILITY#9

The design of products and environments to be usable by all individuals, including those with disabilities.

FEEDBACK LOOPS#10

Processes that involve gathering user responses to improve and refine an exhibit based on real experiences.

MUSEUM ENGAGEMENT#11

The ways in which visitors interact with and connect to museum exhibits, enhancing their learning experience.

TECHNOLOGY IN EDUCATION#12

The use of digital tools and resources to enhance teaching and learning processes.

ITERATIVE DESIGN#13

A cyclical design process that incorporates user feedback to continuously improve a product.

EDUCATIONAL CONTENT#14

Information and material designed to teach visitors about artifacts and concepts in a museum setting.

WIRING FRAME#15

A visual guide that represents the skeletal framework of a digital exhibit, outlining layout and functionality.

ENGAGEMENT DATA#16

Metrics collected from visitors that indicate how effectively an exhibit captivates and involves its audience.

TECHNOLOGY DEVELOPERS#17

Professionals who create and maintain technological solutions, often collaborating with educators and designers.

MARKETING STRATEGIES#18

Plans and tactics to promote an AR exhibit, aiming to attract visitors and enhance engagement.

USER PERSONAS#19

Fictional characters created to represent different user types, helping to guide design decisions.

COLLABORATION#20

Working together with various stakeholders, including tech developers and educators, to create effective exhibits.

DATA ANALYSIS#21

The process of inspecting, cleaning, and modeling data to discover useful information for decision-making.

SURVEYS#22

Tools used to collect feedback from visitors about their experiences with an exhibit.

ENGAGING STAKEHOLDERS#23

Involving all parties interested in the success of an AR exhibit, including staff, visitors, and sponsors.

IMPLEMENTATION#24

The process of executing a plan or project, ensuring that all components of the AR exhibit are functional.