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The Defining Moments Discovery Wall

A fluid timeline of defining moments in Australian history, supported by a series of interactive animations and sound effects.
OVERVIEW

The Defining Moments Discovery Wall is a dynamic five-screen multi-user touchwall located within the Gandel Atrium at the National Museum of Australia, Canberra.

Visitors can explore a fluid timeline of defining moments in Australian history, supported by a series of interactive animations and sound effects.

Each defining moment is described and visually illustrated through archival imagery, film and sound and objects held within the Museum’s extensive collection.¬†

Networks of related moments can be revealed as dynamic visualisations to assist visitors in navigating through the content.

ROLE & DURATION
Digital producer | National Museum Australia
Research, Information Architecture, Interaction, Visual design & testing
Team of 2 designers & 10+ developers
Apr 2016 – November 2017
CLIENT

The Problem

In 2016 the Museum redeveloped its main entrance hall, which soon after became the Gandel Atrium.
The Museum required a way to reduce the average age of visitors from 65+ and increase engagement with the 16-40 demographic 

21%

of visitors in 2016 were under the age of 40.

4%

of the Museums 210,000 objects are on display.

BUSINESS GOAL: Increase visitor engagement with significant Australian events | Improve interactivity of the Museums galleries

Solution

1. A Touch System

The primary solution was to come up with a touch based system that would allow multiple users at once and be accessible to all ages, guided by principles and best practices.

2. Dynamic, Intuitive and Responsive

The content of the platform needed to be dynamic and change over time to include recent moments, to solve the problem of complexity it was important to eliminate any unnecessary elements. To achieve the platform was made on a bespoke content management system.

 

Challenges

1. Getting everyone onboard

A Design System is not a one-man project and if you want it to succeed you need everyone on board. The more integrated you want it the more disciplines you need at the table.

2. Planning & Priority

Failing to plan is planning to fail. We constantly toggle between working on our Design System and enhancing the application and planning and prioritizing our tasks is imperative.

3. Hardware vs Software

This required a lot of research and testing. The initial hardware didn’t allow for more than one user at a time, the size of the display was so large that we needed a system that could enable up to 32 touch points and allows multiple users to simultaneously interact with the wall without affecting other users. Common solutions such as capacitive touch and resistive touch weren’t financially viable.