Content Research

The museum will be split up into various sections, of different factual information. This allows the visitor to get real insight of what a Whalers life was really like. Images on the wall will turn into animated scenes on the iPad, there will be questions about the images. Interior of the museum will be dimly lit, with lights focusing on the actual content for the visited to see, this will create a much more immersive experience. Changing the boat within the museum to allow it to move and have people sit inside it, whilst wearing virtual reality headsets will create a truly realistic experience that is not only factual but visual.  The flow of the content will move through a Whalers life, showing the tools he used, his life on the ship, people you came across on his journey and other exotic animals he so along the way.

This is the information that is viewable when looking at the various animals around the exhibition;

Geographic distribution
Images
Bone/ muscle skin Layers
Communication
Amount of people who have signed the petition/percentage of number of people who like whales
scale of the animal in com[parison to other animals
Life expectancy
Diet = Carnivore/Herbivore
Weight
Population

Timeline
6,000 BC – The earliest archaeological record of whaling is found inSouth Korea, where carved drawings dating back to6,000 BC show that Stone Age people hunted whales using boats and spears.

9TH CENTURY – Whaling begins in Norway, France and Spain.

12TH CENTURY – Hand harpooning begins in Japan.

1848 – The exploding harpoon is invented. The harpoon was fired with a cannon and used a motorized whale catcher. This enabled whalers to catch the fast-moving and huge rorqual whales.

1930 – 80 per cent of the great whale species are thought to be on the verge of extinction.

1946 – The International Whaling Commission (IWC)is set up by15 whaling nations to manage whale stocks.

1963 – The UK ceases whaling.

1972 – The population of blue whales falls to 6,000.

1990 – Seven out of the nine remaining whaling nations agree to stop whaling.

2003 – Iceland resumes ‘scientific whaling’.

2006 – Iceland resumes commercial whaling.

Boats
“Thar She Blows!”
Fin Whale
Antarctic Minkle Whale
Sperm Whale
Humpback Whale
Sei Whale

The captain
The mates
ATE TOGETHER AND BEST Accommodation BEST SLEEPING QUARTER

The boat steerers
The foremast hands
ATE LAST – WORST SLEEPING Quarters

Length of journey
The whaling schooner, the smallest whaler, generally undertook 6-month voyages
brigs, barks, and ships might be at sea for three or four years

Right whale – Carnivorous
(SCALE)
Population

Weapons
Harpoon
Fired in then bent with pressure

Lance
cut the meat

Polar Bear – Omnivorous
ABOUT ERIC THE BEAR
1981 – 22,000
1993 – 25,000
1997 – 24,000
2001 – 23,000
2005 – 22,000
2009 – 20,000
2013 – 18,000

2015-12-19 16.21.11 2015-12-19 16.21.17

References;

https://www.rspca.org.uk/servlet/Satellite?blobcol=urlblob&blobheader=application%2Fpdf&blobkey=id&blobtable=RSPCABlob&blobwhere=1195662481324&ssbinary=true

http://www.whalingmuseum.org/learn/research-topics/overview-of-north-american-whaling/life-aboard

http://www.whalecraft.net/Harpoons.html

http://mysite.du.edu/~ttyler/ploughboy/olmstedvoyage.htm
http://www.whalingmuseum.org/learn/research-topics/overview-of-north-american-whaling/life-aboard

http://nibbler.silktide.com/

Wireframes & User Journey

The User Journey is very important, once the wire frames have been completed it is vital to make sure that every user action has been accounted for. Below is the user journey for the museum experience.

1; The first stage allows the user select the language they pick – accessibility is vital here

2; The second stage allows the user to pick the difficulty of the information provided – this is important because it allows the user to decide what type of experience they want.

3; Select gender & age- data collect for the government budgets would be a great resource the in app service can provide to allow the budget to be spent more wisely. This is something my research suggests the government currently struggle with.

4; This page allows the user to pic specifically what topic they learn about within the museum

5; The captain is introduced to the user, the above wireframe was to show the captain on the left with a speech bubble on the right. I decided against this because it was too much to read and should instead be an audio track played into headphones of the user with a subtitles option for the deaf.

6; This is the main user interface that has all the basic functions of the experience, the camera icon takes you to the camera function where the user will see everything in black and white but have interactive objects appearing in colour. The map icon guides the user along their route within the museum experience, and finally there is the captain who will answer any of the user’s questions as they travel around the exhibition. You can see both of the wireframes at 7 & 8.

9-11; The first interactive element that the user would see is the boats section, you can see below the different wireframes that show the sleeping quarters of the boat and where the different staff slept, along with information on the lengths of trips the boats take.

12-15; This section shows the user the two most important weapons used when capturing a whale, what they look like, how they work and how they were used.

16-18; The second interactive section is of the right whale skeleton featured in the centre of the exhibition, it shows the user information on the scale of the animal, dietary needs, and al;so allows the user to see the different layers within the whale itself bones, organs, muscles and skin.

19; The selfie section allows the user to take a photograph in the costumes of classic whalers, the captain and the seamen.  Once one has been take the user can see the pictures taken by other visitors.

20-22; This section of the exhibition is dedicated to the polar bears and and the eating habits and timeline of population

23-25; This section allows the user to relax in the 3D room with the ability to learn more on the iPad, play a game and also an art board to allow people to draw artwork that get gets submitted to the collection.

26; The second to last section of the website shows the user different ways to get involved with saving whales

24; The final section of the website shows the user a video of whales that is being projected on the wall of the final room and also on the outside of the building, this videos frames can be edited by a user much like the video found in my research

 

Two things noting are;

The social network login;

This is something that I have considered but decided against. The reasons for having social network login was to allow the museum to collect data on it’s visitors- something that my research suggested that the government struggles to collect.  While it is important to collect data on the visitor – there are other ways of doing this that I have shown new wireframe below to collect the gender and age of the user.

The OLD menu;

Wireframe8.png

I decided that the menu did not require a social feed as it looked clunky and would be unnecessary.

wireframesfinal.png