
this is the first image will be displayed at the touch screen.

When user choose any category, there will be a welcome video launch and give brife information of the museum and the each category.

After the vedio, the right hand side information bar will show up and the screen will automatically show the museum collections of each category.

viewers can touch on the images to see each collection categories.

When users pick any right hand side bar, the museum categories will disappear.(but when put hands close to that area, the categories will appear again) For example, when user picks "tickets", the daily movie show time will appear. Users can pick each movie titles to see more.

when click on the movie titles, each movie will give a short describtion and a movie preview.

click on the movie preview it will show the movie trailers will launch full screen.

the user can use what type of tickets they want to buy and how many tickets they want, and also different purchase options either from credit card or cell phone.

when click on "directions", the touch screen will tell you where you are and how to get to the museum from the place. Otherwise you can type in the address and it will shows the directions too.

the events section will give brief information of current and future exhibitions
1 comment:
Nelly -
while I think your making some good headway, I have a few notes.
Don’t be to EMPTY. these screens often look empty, because of small line art icons on one color backgrounds with little or no descriptions / text for the image, and practically no secondary navigation nor scale of information hierarchies, or tools for the individual object. it's more that we can navigate a very top level read for a variety of objects, but we can only engage in limited interaction with each. Perhaps these images demand greater involvement? Like what if there were text and audio and video critiques of each object that audiences could select what kind of review of the object they were interested in. Or what if each object I experience I can email to myself, post on my Facebook page, or tag with a comment so my friends can see what I think of it, or what it makes me think of? I say all this not to say “do this” rather for you to consider how you can extend these experiences, WITHIN your existing design, and thereby fill in both the interface ,and the overall experience . It’s more than acceptable to use negative space and clean openness in your design, but it MUST be designed that way, not arrived at because of a lack of tools / experiences / opportunities.
2. It seems like sometimes your icons are supposed to be working on both sides of the screen, for a given object, and then sometimes just one side of the screen, for other objects. Designing split interfaces like that are very difficult to do and even more difficult to use. Group functions, let people keep looking at the same area, for the same inputs, as one traverse throughout your project.
3. for having a project heavily reliant on icons, your arrow icons for changing images / forward backward are underwhelming. If this is for a museum, there will be world class thinking and design approaches applied to all elements of the interface. Something tells me you made those arrows in less than 5 mins and it shows. Please give them the same care and deliberations the other icons have been receiving (the new camera icon is WAY better than the old one) and I think you will find some really interesting designs.
4. Finally, this has such a heavy grid applied to all screens, it begins to weigh it down a little. Are there areas of the experience, or parts of the interface you can have a little fun with and open up that grid, in one of a dozen + ways, so the whole design has a little more breathing room and life?? It seems as if the grid is weighing down the design, and forcing a flatness to your ideas ,whereas your ideas seem to have a lot more dynamism to them.
See you tomorrow
cheers
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