Phisycal Art Installations at local libraries and agreed host locations
Phisycal Art Installations at local libraries and agreed host locations
AR walking tours showcasing stories that represent and empower the people
AR walking tours showcasing stories that represent and empower the people
Worked with a large-scale national festival delivering people-centered VR/AR experiences across 10 UK cities.
My Role:
-Scoped and managed stakeholders and resources in the 10 cities.
-Designed and led workshops, interviews, and focus groups with community members and professional library historians.
-Conducted online ethnography to understand the different cities and their communities.
-Performed qualitative and quantitative data analysis of large-scale national data on people’s behavior.
-Conducted guerrilla research with random community members, including 3D scanning of different locations.
-Created data visualizations and summaries, and performed multimedia data analysis from BFI/BBC archives.
-Led design and prototyping workshops among partners.
-Coordinated the design process across various partners.
-Developed a future participants’ inclusion strategy.
For each city, the following questions were tackled using different methods:
1- What is the breakdown of the city's demographic scene (age, ethnic group, income group, habits, locations)
2- What are the interests of the different groups?
3- How can the AR/VR experiences represent the population in an inclusive manner?
4- What are the available creative groups, stakeholders, and champions that could be involved as a part of the later stages of the design/implementation process?
5- What are the most interesting and representative locations/stories that can be converted into VR/AR experiences?
Challenge: Being able to capture detailed understanding of populations, interests, locations, assets, partners, and history in 10 cities simultaneously during a short time of the project. 
Method used: Online Ethnography
I researched many local groups from different cities that involve history, photography, community activities and walking tours, etc. I realised that there was so much content that exist in these groups that was closely relevant to the project goals. It was an opportunity to interact with the communities in different cities, share surveys, appoint future creatives to be onboarded in the project, and log essential assets to the projet (locations, stories, multimedia assets etc..)
The data collected during the online ethnography stage was later categorised and presented to different project partners, matched with existing multimedia from the BBC and BFI archives, and project themes and goals. Some examples from the data analysis outcome can be found below: 
Large Scale National Quantitative Data Analysis

Further methods were used to capture further details regarding the populations in different cities such as quantitative data analysis. Large datasets were purchased for the different cities capturing detailed demographic data, behavioural data, data regarding history and entertainment, and much more.
The data was analysied using different methods and approaches to answer several essential questions regarding how to present the stories in different cities, what populations and demographies to include and represent wo ensure that all are correctly represented. 
Some analyses implemented: 
- Demographic Profiling
- Cultural and Behavioral Segmentation
-Comparative Analysis
Several data analysis reports were created for the different cities and shared with the different partners informing the later stages of data collection, design, onboarding, and choice of different technologies to be used in different cities.
Challenge: various partners, various options, need for a choice!
Method used: Participatory Design Workshops
During the design and brainstorming stage, several partners suggested various asset types, technologies to be used, and numerous suggested journeys and combinations of the explored assets and technologies. It was obvious during many meetings that there were too many conflicting perspectives and ideas that may or may not have alligned with the project goals or the available resources, fund, and timeframe. As a UX Rsearcher in the team, I proposed a participatory design workshop titled "Life of a n Asset" where members of the different partners work together in creating a single journey based on identified assets mapped to brainstormed technologies while alligning the resulting journey with project goals. 
A proof of concept was submitted to the project director with an explanation of the importance, duration, and expected outcome, and the workshop was then approved as a part of a day in-person meeting for the different partners. The workshop ran super smoothly, and the main outcomes for the project were as follows:
1- Different project partners had a closer relationship and understanding to each other's fears and needs
2- Different participants managed to better understand the chellenges that filter out many of the previous suggested journeys when they put their previous suggestion to the real test.
3- Several new possibilities for the existing scoped technologies and assets were formed due to the prolonged creative window provided by the workshop as opposed to online short meetings.
4- Various designs were suggested that critically informed the data collection, assets exploration, and technology design processes in later stages to be more practical and successful.
5- participants had the chance to present their design to the group and get peer feedback to their suggestions, where the feedback was based on a detailed user journey rather than speculations.
A visual example of how participants were 
3D Location scans (using lidar Technology)

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