Psyche

Psyche

Psyche

Interactive Environment and App

Interactive Environment and App

Work

Work

Work

Timeline

Timeline

Timeline

July-October 2022

Roles

Roles

Roles

  • UI and UX assistant

  • Video Producer

Overview

Overview

Overview

This project is an exhibit within the Melbourne Museum that explores the theme of mind and body. Psyche teaches individuals on how their body and mind are connected in peculiar and obscure ways utilising thermal scanners, videos and apps to learn from.

Approach

Approach

Approach

Our team plan was to create an elaborate art installation, educating participants by utilising thermal scanniing which measures stress through an interactive art exhibit. In additon to this participants are able to link their experiences with a take home app which provides small games and information about stress.

Our team plan was to create an elaborate art installation, educating participants by utilising thermal scanniing which measures stress through an interactive art exhibit. In additon to this participants are able to link their experiences with a take home app which provides small games and information about stress.
Our team plan was to create an elaborate art installation, educating participants by utilising thermal scanniing which measures stress through an interactive art exhibit. In additon to this participants are able to link their experiences with a take home app which provides small games and information about stress.

Client Aims

Client Aims

Client Aims

  • providing a performable experience focusing on the theme of Mind and Body

  • To educate visitors on how they are connected in odd, obscure, and fascinating ways.

  • Create a durable exhibit that’s able to last a long time and endure repeated use.

Goals

Goals

Goals

  • Providing audiences with a fun and exciting way to help in measuring and decreasing stress.

  • To ensure that the experience and the app are suitable for individuals of all ages and interests.

  • Ensuring that the exhibit can sustain repeated use.

  • Providing audiences with a fun and exciting way to help in measuring and decreasing stress.

  • To ensure that the experience and the app are suitable for individuals of all ages and interests.
  • Ensuring that the exhibit can sustain repeated use.
  • Providing audiences with a fun and exciting way to help in measuring and decreasing stress.

  • To ensure that the experience and the app are suitable for individuals of all ages and interests.
  • Ensuring that the exhibit can sustain repeated use.

Research- Investigating Muesuem Attendees

Research- Investigating Muesuem Attendees

Research- Investigating Muesuem Attendees

The two main factors we found through our research regarding the target audience were:

  1. Young adults without children visit museums more frequently than older adults

  2. Adults visiting with children visit the most.

We found that the majority of adult visitors were also university educated. Secondly, we focused on the archetypes within these demographics to create relevant personas. A report published in 2019 separated these archetypes into five categories; explorers, facilitators, professionals, experience seekers & rechargers.

This allowed us to create evidenced-based personas likely to make up Melbourne Museum’s audience and gave us a strong foundation on which to conceptualise an accurate user-base.

Competitor Analysis

Competitor Analysis

Competitor Analysis

Competitor analysis was conducted on two competitors; a thermal-camera exhibit at the Canberra Museum, and an app assisting users manage their mental health through small activities. In these projects, we identified certain gaps that we believe we have bridged with PSYCHE.  

Mood Mission

Mood Mission

Mood Mission

  • Doesn’t provide real-time, accurate feedback

  • Caters to those experiencing mental health issues

  • Doesn’t provide real-time, accurate feedback

  • Caters to those experiencing mental health issues
  • Doesn’t provide real-time, accurate feedback

  • Caters to those experiencing mental health issues

Questacon

Questacon

Questacon

  • Doesn’t provide real-time, accurate feedback

  • Caters to those experiencing mental health issues

  • Doesn’t provide real-time, accurate feedback

  • Caters to those experiencing mental health issues
  • Doesn’t provide real-time, accurate feedback

  • Caters to those experiencing mental health issues

Proposal

Proposal

Proposal

Our proposed approach was to create an interactive exhibition as well as an app that is designed to be entertaining and educational while maintaining a simple interface and user-friendly visual.

Our app will be able to offer:

  • In-depth personalised results.

  • Mindfulness activities

  • Educational experience on the connection of mind and body.

Our proposed approach was to create an interactive exhibition as well as an app that is designed to be entertaining and educational while maintaining a simple interface and user-friendly visual.
Our app will be able to offer:
  • In-depth personalised results.
  • Mindfulness activities
  • Educational experience on the connection of mind and body.
Our proposed approach was to create an interactive exhibition as well as an app that is designed to be entertaining and educational while maintaining a simple interface and user-friendly visual.
Our app will be able to offer:
  • In-depth personalised results.
  • Mindfulness activities
  • Educational experience on the connection of mind and body.