Project Proposal

Interactive Digital Signage at the National Portrait Gallery

New Web Contexts 9393

U3117702

Introduction

The National Portrait Gallery (NPG) seeks to explore Australian identity, culture and diversity through the “interplay of art, word and biography” (NPG, 2017). It successfully does this through its collection of portraits, which includes photographs, paintings, caricatures and sculptures. The Gallery’s mission is to increase visitors’ understanding and appreciation of Australian culture by providing accessible, “up-close encounters” with the portraits (NPG, 2017). These encounters are currently limited to visual and audio experiences with minimal interactivity.

Gallery Foyer Entrance to Galleries Marilyn Darling Gallery Contemporary Gallery

Above: Interior of the National Portrait Gallery.

Content and context

The NPG has existing digital media that encourages the public to visit the gallery. This includes their user-friendly website and Portrait Stories app, which is specifically designed for accessibility.

The NPG describes its collection as a

“lively compendium documenting […] the various ways – formal or informal, public or private, doting or irreverent – in which the genre has been explored in Australia.” (NPG, 2017)

This design proposal seeks to better engage and recall visitors to the NPG, by encouraging them to ‘play’ and physically explore the portraiture genre.

This can be achieved through interactive digital signage, which introduces each gallery. This signage provides visitors with an immersive, personalised experience through the use of self-portrait. Visitors are encouraged to browse the collections, and interact with the portraits by recreating them. This enables visitors to explore the gallery and become part of the collection in a playful, informal way.

This proposal will benefit the NPG through its appeal to a wide range of age groups. The system is child-friendly, which encourages parents, families and school groups to visit the gallery more frequently. Visitors can upload their self-portraits to social media. This creates awareness of the gallery, and encourages people to visit and take a self-portrait of their own.

Computers to Search the Gallery Gallery Corridor Information Desk Digital Portraiture Gallery Main Entrance

Above: Interior and exterior of the National Portrait Gallery.

Design proposal

This design proposal is for a digital signage system that introduces each gallery to visitors in a fun, novel way.

The signage takes the form of large touch screens, positioned at the entrance of each gallery. These screens display the gallery’s name, number, theme and a brief introduction. When interacting with these screens, visitors are able to browse the gallery’s collection and pick a portrait to recreate. While browsing, visitors are provided with further information about the artworks, including the artist, subject, materials and context. This helps to engage the visitor in the content as well as the activity.

Once they have selected a portrait, they mimic the pose, and their self-portrait is taken using a countdown and built-in camera. After taking their self-portrait, the visitors can choose to retake the photo, send the portrait to their phone, or upload the photo to their social media accounts. The photo is also added to a digital ‘visitors gallery,’ where they can see other people’s recreated portraits.

Existing design solutions

There are a number of institutions that have implemented similar strategies to engage visitors.

'Pointillize Yourself'

‘Pointillize Yourself’ is an iPad application that was developed for the Indianapolis Museum of Art’s Neo-Impressionist Portrait exhibition (MW2015, 2015). This app provided visitors with a playful, participatory experience where they took their photograph and applied filters that replicated the Neo-Impressionist style. While this example is a native app, it employs a number of features that could be adapted to digital signage.

These features include:

Approximately 9,000 self-portraits were shared during the exhibition, and 61% of visitors used the app (Sternbergh, Fantoni & Djen, 2015). These high participation rates indicate that the app was highly successful. Visitors of all ages and social backgrounds used the app, which highlights its relevancy to the exhibition (Sternbergh, Fantoni & Djen, 2015).

Take photo Add dots Adjust colour Add signature Share Projection

Left to right: Pointillize Yourself filters including take photo, add dots, adjust colour settings, add signature, share; and final result projected on exhibition wall.

'How Do Our Bodies Inspire Art?'

This art installation at the Cleveland Museum of Art used touch screens and the concept of games to encourage engagement with the collections (Alexander, Barton & Goeser, 2013). This example most closely resembles the NPG proposal, though its features are far more complex.

These features include:

These features show how institutions can adopt the concept of play. By creating games that focus on pieces from the collections, visitors have greater interest in the galleries, especially when they recognise the artworks on display. These games also encourage visitors to create personal connections with the artworks, based on their memorable, interactive experience.

Make a Face Strike a Pose

Above: Visitors interact with the games 'Make a Face' and 'Strike a Pose.'

'Enlighten Canberra'

At Enlighten Canberra in 2017, the National Portrait Gallery was part of the architectural projections (Enlighten Canberra, 2017). The NPG’s projection was based on the concept of a photo-booth. Visitors lined up to take their photo. Their photo then appeared in a ‘reel’ alongside photos of other participators, projected onto the building. This concept was received with enthusiasm, and the waiting lines were extensive due to the number of eager participants. This example shows that there is an interested audience for the NPG proposal. Based on this event, it can be expected that a similarly enthusiastic reaction may result amongst visitors to the gallery.

Above: The National Portrait Gallery's projection at the Enlighten Canberra Festival, 2017.

Insights from existing design solutions

These existing design solutions provide insight into how the design proposal can be further improved, as outlined below.

Feasibility

This interactive experience can be built using HTML5 and CSS for the layout and design; JavaScript and jQuery to display and interact with dynamic content (such as the gallery portraits); and Media Capture APIs to access the camera function (Bidelman, 2012).

Product backlog

This proposal is seeded by the following user stories, also accessible on Trello.

Design direction

The design direction is similar to the existing Portrait Stories app. This is to maintain consistency across the NPG’s branding. The following images show the proposed design, which features simple controls, playful icons and an inviting interface.

Proposed design and wireframe mockups
Welcome screen Pick a portrait screen Match the pose screen Add filters screen Completed image screen

Left to right: Welcome screen, pick a portrait, camera screen, add filters, share and send the self-portrait.

Mockups of the digital signage at the NPG

Above: Proposed positioning of the digital signage outside the gallery entrances.

References

Alexander, J., Barton, J., & Goeser, C. (2013). Transforming the Art Museum Experience: Gallery One. Retrieved from MW2013: Museums and the Web 2013: mw2013.museumsandtheweb.com/paper/transforming-the-art-museum-experience-gallery-one-2/

Bidelman, E. (2012). Capturing Audio & Video in HTML5. Retrieved from HTML5ROCKS: html5rocks.com/en/tutorials/getusermedia/intro/

Enlighten Canberra. (2017). Retrieved from Enlighten Canberra: enlightencanberra.com.au/get-involved/

MW2015: Museums and the Web 2015. (2015). Pointillize Yourself. Retrieved from MW2015: mw2015.museumsandtheweb.com/bow/pointillize-yourself/

National Portrait Gallery. (2017). History. Retrieved from NPG: portrait.gov.au/content/gallery-history

Sternbergh, M. C., Fantoni, S. F., & Djen, V. (2015). What’s the point? Two case studies of introducing digital in-gallery experiences. Retrieved from MW2015: Museums and the Web 2015: mw2015.museumsandtheweb.com/paper/whats-the-point-two-case-studies-of-introducing-digital-in-gallery-experiences/