Connecting Collections: MGXD Final Project
Spring 2024
Well researched design is all in the details. Each part of this project was carefully chosen in order to best represent an exploration of the topic, guided by thoughtful problem statements and research questions.
The project is structured into two main parts: research and exploration. The research comprises everything that went into the planning and decision-making for the design. The exploration is broken by into four sections, each guided by a research question and resulting in a designed prototype.
The entire final document can be found here.
Problem Statement
Libraries need to identify new ways to encourage visitors to engage with information and collections.
- Libraries provide more than access to physical books. The vast resources available are often hidden, taking the form of technology, events, people, and special collections. ACRL (2015), King (2018)
- There are certain skills and competencies that classrooms are not prepared to offer. Libraries can often help fill this gap by supporting learners in more informal ways. ACRL (2015), Beene, et al. (2022), Calvert (2020)
- Informal learning settings require visitors to engage with information at varying levels of depth. Novel technologies encourage engagement, which can lead to successful learning. Falk & Dierking (2004), Folkestad (2006), Shaby, et al. (2017), Tišliar (2017)
Research Questions
Overall Research Question:
How can the design of a touch-table kiosk within a library facilitate discovery of and engagement with resources to better serve visitors’ needs?
Subquestions:
SQ1: Discovery
- How can the design of the workspace encourage users to make connections between library resources and lead to discovery?
SQ2: Personalization
- How can the system resources evolve to meet the user’s changing needs and provide a personalized search experience?
SQ3: Engagement
- How can the system make use of existing resources to engage users in activities to help them dive deeper into topics and collections?
SQ4: Multimodality
- How can the system share information with users remotely and encourage continued discovery outside of the library?
Methods
I employed a variety of methods throughout this project, all of which are shown to the right.
For the sake of brevity, not all will be included on this page. The entire document can be found here.
Conceptual Framework
This is the framework I created, which centers on the main pillars of my investigation: discovery, personalization, and engagement.
Attached are theories related to
- Visitor engagement
- Information literacy
- Informal learning elements
- Learning contexts
Users have the ability to move between the three categories depending on their level of engagement, which I facilitate through the design.
Visual Language
The visual language of this interface was very important to me. I wanted the system to not only function well, but be visually appealing.
My final design takes inspiration from physical record keeping systems like loan cards and folders. I merged physical card design with the desktop metaphor that users are familiar with. The cards can be layered like real ones, but are also interactive and expandable.
Investigations
Each of the following investigations is based on a subquestion.
The images to the right provide some context to the overall design.
SQ1: Discovery
Designing a workspace to encourage users to make connections between library resources and lead to discovery.
Getting Started: Logging into the kiosk for the first time and being greeted as a new user.
Placing a Collection Tile: Initiating discovery through placement of a Collection Tile.
Learning Interactions: Teaching new users how the main interaction of dragging cards works.
Checking Out: Wrapping up a session of discovery at the kiosk and checking out.
SQ2: Personalization
Evolving resources provided by the system to meet the user’s needs and provide a personalized experience.
Personalized Homepage: Returning to the kiosk and receiving a personalized homepage.
‘For You’ Cards: Personalizing the search results based on Collection Tiles and user attributes.
Contact Forms: Contacting an expert for help from the kiosk.
SQ3: Engagement
Making use of existing resources to engage users in activities to help them dive deeper into topics and collections.
‘Discover’ Prompt: Returning to the kiosk after a period of disengagement from library resources.
Subject Prompting: Choosing a subject for the activity and resource discovery.
Questionnaire Results: Suggesting topics based on the users’ answers to the questionnaire.
Activity Content: Learning more about a chosen subject area through an activity.
Activity Resources: Connecting ‘Discover’ activities to library resources for continued engagement.
SQ4: Multimodality
Sharing information with users remotely and encouraging continued discovery outside of the library.
Mobile Discovery: Logging into the Collections Kiosk companion app.
Users can manage loans, check messages, and browse saved content. The app encourages users to continue discovering, for example presenting content they might be interested in after they extend the loan on a book.
Outcomes
Key takeaways from the investigations.SQ1: Discovery
- Showcasing connections between items on Collection Tiles and library resources helps connect users to more resources they might not have known about otherwise and leads to further inquiry.
SQ2: Personalization
- Personalized content adapts to user needs and interests, giving users ownership over their content and instilling value in the information they receive from the system.
SQ3: Engagement
- Engaging users in activities that broaden their interest areas reveals the capabilities of library resources, encouraging users to create their own content and investigate with intention.
SQ4: Multimodality
- Remote access to kiosk information enables investigation of saved content and management of loans leading to continuous discovery and engagement outside of the library.