6.2. Methodology
In this project, a user-centered methodology is applied, incorporating a multifaceted approach that encompasses observational techniques, surveys, and postcard probes for comprehensive data collection and a vignette approach for data analysis. This holistic methodology (see
Figure 7) ensures a rich and nuanced understanding of user interactions, preferences, and feedback, contributing to a more thorough analysis and meaningful insights for the project’s objectives. The following sections detail the observation, structured surveys, and the innovative use of postcard probes to capture a diverse range of user experiences and perspectives.
6.2.1. Observational Study
The aim of this observational study was to investigate from a distance if and how people were engaging and interacting with the Daptec exhibit. The focus was particularly on people’s intentions and behaviours as they engaged and interacted with the Daptec exhibit. It was a two-fold study that took place at the Techniquest Science Museum, Cardiff, on 27 May 2022 between 10 a.m.–1:30 p.m. and on 19 June 2022 between 10:30–12:30 p.m. The researcher observed (from the background) and took notes on how people experienced and interacted with the data physicalisation technology exhibit.
6.2.2. Postcard Probe Study
This study was centred on the use of a postcard probe to further explore and probe what exactly the younger visitors to the museum were attracted to and engaging with in the exhibit. The focus was on studying what stood out for them, what made an impact on them during their experience of the Daptec exhibit. The study involved seventeen school pupils from a range of local schools. The researchers were interested in the take-home messages of the exhibit (e.g., what aspects of the exhibit that were important enough for them to put into a postcard for their parents, grandparents at home, friends, etc. to see). The study took place on 12 May 2022 (between 11:30 am–2:30 p.m.), 27 May 2022 (between 10 a.m.–1:30 p.m.), and 19 June 2022 (between 11–12:30 p.m.) at the Techniquest Science Museum, Cardiff. As participants approached the exhibit, they were asked if they would be happy to take part in the study. On 12 May 2022, the study took place during a school summer trip session which saw three hundred children pass through the museum. On 27 May 2022, it was during a parent and toddler session at the museum. On 19 June 2022 it was a regular, non-event day at the museum. For the study, participants were asked to walk around and engage with the exhibit. The study facilitator then explained the main aim of the study and answered any questions that the participants had. They were then handed a blank postcard, a pen, and colours and asked to create a postcard (draw and write a message) to describe the highlights of the exhibit for a parent, grandparent, and/or friend at home.
6.2.3. Questionnaire Study
This study was, firstly, focused on understanding adults’ attitudes toward the Daptec exhibit. Secondly, we were interested in probing younger visitors’ experience of the Daptec exhibit. The study took place across several days over the month of May 2022 at Techniquest Science Museum, Cardiff. These sessions were open to the general public, which consisted of mainly families and children. The researcher approached the test participants whilst they engaged with the exhibit. If they agreed to take part in the study, they were informed that the questionnaire would only take ten minutes maximum to complete. They were informed that they could withdraw at any stage throughout the process. Two questionnaires were designed, one for adults and one for the younger participants. The questionnaires were designed to collect both quantitative and qualitative data. Specifically, the answers were obtained through a range of closed-ended and open-ended questions.
6.4. Results
A range of data were collected during the three studies. From the onset, it is important to note that a culture of transient interactions was mainly observed in the museum across all the exhibits. This was evidenced during the observational study on 27 May 2022, as it was a parent and toddler session so parents and grandparent’s main priority was to run after and mind their toddler/toddlers. Therefore, there was little time for them to stop and fully interact with the exhibit. Saying that, it is clear from the observation that both adults and children were drawn to the interactive map section of the exhibit and in particular to the buttons. The words buttons, pressing, and map feature quite dominantly in the data collected during this study (see
Figure 8). They seemed to like to press the buttons that triggered the display of data on the various species/areas of the map. However, it was observed on many occasions, that the participants wanted instant feedback from the pressing of the buttons. As it is currently designed, the buttons light up an area on the map that represents a flora or fauna and then it plays a short animation of moving lights and colours to present the high, medium, or low count numbers for that choice. The participants being observed seemed to press one button after another expecting it to change instantly. In hindsight, audio cues here might have been effective to further support the participant in understanding the state of the animation/button press.
On the other side of the exhibit, the older participant’s took time to read the literature/information presented about the island. The rotating prisms attracted the attention of many participants, but it seems that less time was spent understanding what was going on when compared to the interactive map. It seems that the ‘interactiveness’ of the map attracted more attention. Saying that, it was found that during the observational study on 19 June 2022, parents with older kids were spending more time reading and engaging with this side of the exhibit. Generally, from the observations, it was noted that people were behaving in a positive manner towards the exhibit. They were attracted to and motivated to engage with the exhibit. However, it was also noted that the next iteration of the interactive map would need to explore how to retain and engage them for longer. Similarly, we wondered, how we might impress the impact of the changing environmental data on them more? For example, as mentioned, the use of sound here could act as a means to support the interaction and the understanding behind the interaction. Also, despite the participant’s being attracted to the rotating prisms, more could be done to maintain their interest and further enlighten them on the experience (e.g., emphasise how the environment is determining the aesthetic and why the data are being presented in this way).
Table 1 shows a snapshot of the observations captured.
In terms of the impressions being formed, the results from the post card probe clearly show that Flat Holm Island’s flora and fauna as well as the weather were the features/aspects of the exhibit that participants were noticing. Quite a few of the participants in this study could not write or could only write a few words so the emphasis was mainly on the postcard drawings. It was clear that they were more engaged with the interactive map side of the exhibit and particularly, from the drawings, there was a focus on the butterflies and seagulls, which are quite prominent on the map. Indeed, it could be the age demographic of the participants that resulted in them gravitating towards the flora and fauna aspects of the exhibit as opposed to the weather aspects. Like most of the participants we observed, they were also drawn to the buttons. Similarly, they pressed the buttons very quickly one after the other. Often, the facilitator had to intervene to explain to them what was happening. In their haste to press the buttons, some seemed to miss the fact that the flora or fauna area lit up to give them impression of the count. Interestingly, despite spending more time pressing the buttons on the interactive map side of the exhibit, many of the postcards did have elements of the weather automata represented too. During this study, we were able to see what the younger visitors to the museum were aware of whilst interacting with the exhibit; it was interesting to note what caught the attention of this young audience.
For example, seagulls, butterflies, and the sun stood out for all the participants. In detail, the butterflies appeared in seven postcards, spiders appeared in two postcards; five postcards had drawings of seagulls; six postcards captured drawings of the sun; seven had green grass represented; one had a slow worm; two had the butterfly path; three had rain clouds; two had the wind triangle; one postcard had the lighthouse and the sea; one postcard had flowers; and finally, two participants had portrayed blue skies on their postcards. Moreover, two participants had drawn maps of the island, one had the lighthouse, farmhouse, and boat on the map whilst the other had a seagull, flowers, farmhouse, and lighthouse portrayed on the postcard. The following shows some of the textual messages written on postcards; it is important to be aware that there were different ages and writing abilities present:
‘To Mummy, Flat Holms exhibit is amazing. The lights catch your eyes and it stands out. Love Matilda’.
‘I like the butterflies’.
‘I do like the island’.
‘The thing that changes patterns’.
‘It was really cool, there was an interactive part where you could learn about Flat Holm. I learnt that there is seagulls, slow worms and butterflies. Also there is a light up screen of a map of Flat Holm’.
The postcard probe enabled us to have insight into what was of interest to the participants. Again, through their interactions, we also learned that more work will be needed to improve the intuitiveness of the map experience. Moreover, more work will be needed to engage participants for longer on the weather automata and most importantly, to effectively communicate the impact of the changing weather patterns to them.
Along with what was catching the participant’s attentions, we were also interested in people’s attitudes towards the Daptec exhibit. The questionnaire study gave us a deeper glimpse into not only what people were noticing, but also into what they were engaging with and what they wanted more of. In detail, the data from the questionnaires highlighted that more could be done to demonstrate how the exhibit generates the visuals/aesthetic from the weather data (e.g., how the weather determines the aesthetic and then what this means). Similar to the findings from the observational study, the young participants alluded to the need for further iterations. For example, they said that they would improve the exhibit in the following ways: ‘I really like the exhibit yet if I were to change something I would make the buttons more clear on what they are showing on the map’ (P4) and ‘Something to show what the front bit on the map does’ (P5). Despite the majority of participants rating the exhibit highly (see
Figure 9), it is clear that some aspects of the exhibit were working effectively but that other areas still needed more iterations, particularly for the younger audiences. Interestingly, the five words used to describe the Daptec Flat Holm exhibit ranged from interesting to fun to good:
‘It was fun and it was exciting. There was loads of animals. It was beautiful. There was loads of science’ (P1);
‘Cool, big, good, tech, people’ (P2);
‘Bright, interesting, interactive, exciting’ (P3);
‘Interactive, engaging fun’ (P4);
‘Interesting, well-made, interactive’ (P5);
‘Good, enjoyed the lights’ (P6);
‘OK, buttons, eco, fun, good’ (P11);
‘Informative, birds, learning, knowledge, ideas’ (P12);
‘Good idea learning about stuff’ (P14);
‘Marconi, morse code, gulls, learning, exhibition’ (P15).
Figure 9.
How would you describe your experience of the Daptec–Flat Holm exhibit, where 1 is poor and 5 is excellent (Children’s questionnaire).
Figure 9.
How would you describe your experience of the Daptec–Flat Holm exhibit, where 1 is poor and 5 is excellent (Children’s questionnaire).
Similarly, the findings from the adult’s questionnaire highlighted that the majority of the participants felt the Daptec Flat Holm exhibit was effective at engaging people with the island’s data. In detail, when asked to rate the two main parts of the Daptec Flat Holm exhibit, we can see that overall the interactive map part of the exhibit was rated higher than the weather automata (see
Figure 10). Moreover, four participants ranked the overall exhibit above 60% effective (see
Figure 11).
In addition, when asked what three words they would use to describe the Daptec Flat Holm exhibit, the following answers were shared:
‘Amazing and Innovative’ (P1);
‘Colourful, Confusing, Intriguing’(P2);
‘Interesting and Confusing’ (P3);
‘Interactive, colourful and informational’(P5);
‘Informative, enjoy-ful, insightful’(P5);
‘Informative, educational, unique’ (P6);
‘Interesting, informative, engaging’ (P7).
The words interesting and informative feature most frequently. Furthermore, when asked what would they add/change to improve this Daptec Flat Holm exhibit, the following comments were recorded:
‘I think they done a great job. They should create more publicity to bring their work to more people’ (P1).
‘It would be nice to know more about how the exhibit generates the visuals from the data (although the lady did explain it more, it would be good if this were included more in the exhibit design itself)... (P2).
‘The buttons on the interactive map did not always seem to do anything. Maybe they could make a noise or something? Didn’t always find the weather thing very intuitive (what does 50% mean?). (P3) [P3 also mentioned it would be nice to see where the island is on the map of Wales].
‘I would add easier to understand information for children or younger years as I often get asked what this is’ (P4).
‘ I am not sure what the target audience is but from observing, children tend not to engage with the exhibit as it contains a lot of information. Potentially add more detail on the map to bring more children to the exhibit’ (P5).
‘Less delay in the interactive map’ (P7).
The following are participant impressions of Flat Holm Island from the exhibit:
‘It’s a worthwhile project but I feel like it needs a few tweaks to more clearly show what its doing. I get that its meant to be impressionistic but impressionism was a reaction to the precision of the camera and I am not sure data visualisation generally has reached the point where we can be impressionistic with it yet’ (P2).
‘The island seems quite remote and forgotten. It also seems quite exposed’ (P3).
‘Its good to have exhibits about Cardiff and be fully factual. The colours add more interest into the exhibit as well’. (P4)
‘It is a great exhibit that fits into Techniquest. This centre needs more exhibits that targets the older population such as this one’ (P5).
‘Sounds/looks like an interesting place. Seems there is more to it than I thought’ (P6).
‘Somewhere I’d like to visit’ (P7).
6.5. Vignette Analysis
To further gain insight into people’s impressions of the Daptec exhibit and a deeper understanding into the audience’s preferences and needs, a vignette data analysis was implemented on the data collected from the three user experience studies (see
Table 2). This provided the means for thinking about how people were interacting with the Daptec exhibit, in particular about the different types of participant groups and how we might more effectively design for them. In detail, the aim was to identify their diverse characteristics, interests, and requirements. As designers, we need to think carefully about the audience, the creative impressions that the exhibit has on them, and then, ultimately, the experiences afforded. The challenge lies in understanding the potential of the impressions created through the interactions (and anchored on the aesthetic), and then how these might evolve and enhance the overall exhibit experience. To achieve this it was important to understand the different modes of interaction and experiences.
Table 2 highlights six different vignettes (roles) that participants fell into whilst experiencing the exhibit.
Table 3,
Table 4,
Table 5,
Table 6,
Table 7 and
Table 8 show the individual groupings of data that were used to develop these different vignettes.
The
Passive Observer was generally forty or more years of age and passively engaged—watching and reading—with the weather automata section of the exhibit and the posters for between twenty seconds and two minutes (see
Table 3). The
Active User (aged between two and seventy years old) was seen to have spent roughly a similar time span at the exhibit, but more time was spent at the interactive map actively pressing buttons and interacting with the touchscreen (see
Table 4). The
Engaged Ambassador (between ten and fifty years old) generally spent around 30 s (or more) predominately at the interactive map section and absorbing the overall feel and worth of the exhibit (see
Table 5). In contrast, the
Disinterested Participant (aged between six and seventy years old) was seen to observe the exhibit (mainly the weather automata section and posters) from a distance or whilst passing by for ten seconds or less (see
Table 6).
Table 7 highlights the
Critical Friend (aged between eighteen and fifty-five years old), who engaged with all sections of the exhibit (for twenty seconds or more) and was keen to understand the data being presented. Finally, the
Enthusiastic collaborator (aged between two-forty years old) took on the role of explaining and interacting simultaneously, spending between ten and sixty seconds at the interactive map section (see
Table 8).
6.6. Discussion
Overall, it can be noted from the vignettes that people (all ages) were drawn to and engaged with the exhibit, particularly the interactive map. However, looking at the ‘time engaged’, it can also be said that more can be done to maintain the engagements for longer. It can be argued that this is the culture in a busy and exciting science museum with often very young audiences. However, at the same time, the researchers feel that more can be done to increase the interest/engagement of the ‘disinterested participant’. Also, they feel that it is important to learn from the ‘passive users’ and what they were drawn to. In detail, the team could spend more time to explore how to elevate the fact that the environment itself is creating the aesthetic formations of shapes and reflective surfaces on the weather automata as a means to engage more users. Moreover, in studying the interactions of the ‘active user’ and ‘enthusiastic collaborator’, it is also key to understand how the count data for the specific flora and fauna can more meaningfully drive (perhaps with sound) the speed and drama of the visual presentation on the interactive map. Indeed, the feedback from the ‘critical friend’ highlights the need for a further ‘heightened awareness’ of the environmental data source. Without a doubt, it is mastering the ‘data impression’ and generating the aesthetic to engage a wider range of people (for longer) in the important environment and climate change narratives that is essential here. It is about being inspired by the comments of ‘engaged ambassadors’ and understanding the value of the work to create a more tailored and effective engagement strategy with different segments of the population.
Limitations
Despite efforts to ensure diversity, certain groups were inadvertently excluded from the sample of people studied due to the times and events (parent and toddler events, etc.) at the museum. This exclusion has resulted in a lack of representation from particular demographics, including their behavioural characteristics. Also, the actual design of the exhibit faced limitations attributed to the specific characteristics and constraints inherent in a museum setting. For example, the museum had a predefined spatial layout that needed to be aligned with. Consequently, other exhibits posed as distractions, leading participants to transition between them. Moreover, the creative freedom of the exhibit designers was curtailed by health and safety considerations, and resulted in the incorporation of protective layers over the rotating cogs of the weather automata to ensure no injuries. These limitations highlight the complexity of designing exhibits that not only attract attention but also sustain engagement across diverse audience types. Addressing these limitations requires a nuanced understanding of visitor behaviours and preferences, as well as continual refinement of the exhibit design to optimize the overall museum experience.