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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.