Navigation in the Explorable

While we were happy with how the Explorable was shaping up, from some user testing we discovered that people did not quite know where to go once they passed the first two panels in the space. There was quite an empty space.

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Designing Navigation

With this in mind, I began to think about how to make this navigation easier. I started by creating a few arrows in the style of the strokes in the panels, labelling the directions of the sub-exhibitions. I wanted these arrows to feature on the ground plane in the space, so they do not affect the participants immediate field of view, but have enough of a presence for the participant to notice them if they are needed.

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Upon placing these in the space, they were really bright and too intrusive. As the participant approached the arrows, they had to walk all the way to the end of them to read to writing. However, I did feel that they helped guide the walking direction.

Edits after Testing

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I changed the colour to a darker grey so make the navigation more subtle. I also moved the positioning of the text to the base of the arrows as it is in the direction that the participant will be moving in. After testing with a few people in the VR space, these changes made a big difference to the navigation and helped give an idea of what was coming before they reach the sub-galleries.


Navigating to an exit was also something we wanted to be able to do in the explorable. From my research into gallery spaces and development from that, I created a linear space that does not take long to walk from one end to the other. We wanted the participant to have enough information to enjoy as long as they wanted in the space, but if they only had a short time, it’s important that they feel they can exit quickly within the space.

In the same style as the designs, I created a little exit sign, where the participant to walk through to return to the home screen. Screen Shot 2016-04-19 at 12.42.38.png

After testing it in Unity, we felt that an archway would be clearing and more inviting to walk through.

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From here, I’ll package these assets and pass on the the Master Scene, where we will add the logic to make the interaction happen.


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