TouchTree

Determining the best touch objects for accessible museum experiences

Overview

Context

Museums typically prohibit visitors from directly touching artifacts or museum objects. Consequently, vision is prioritized as the primary way of engaging with these objects. This creates a boundary for Blind or Low Vision visitors, as well as many visitors who learn and interpret best through tactile interactions. Some museums have begun integrating touch object collections, which allow visitors to interact with select versions of original museum objects.

Challenge

Museums may lack expertise and resources for creating effective, high-fidelity touch objects. Additionally, there aren’t standardized guidelines surrounding best practices for touch object fabrication.

How can we help museums select and produce touch objects for accessible tactile interpretation?

Key Terms

  • Museum object: refers to tools, clothing, and decorations made by people, which provide essential clues for researchers studying ancient (and contemporary) cultures (National Geographic, “Artifacts”)

  • Touch object: tactile representations that offer one or multiple interpretations of museum objects (Race et al.)

  • Decision tree: a flow map that includes questions and yes/no branches, leading the reader to a final outcome

My Role

Interaction designer: I designed and evaluated a prototype of the touch object decision tree.

Collaborators

Timeline

January 2023 - May 2023

Tools

FigJam
WordPress

Results

We used a WordPress website to create a screen reader-friendly interface for users to navigate the touch object decision tree. We also created a visual decision tree to map out all the flows.

GIF of using the TouchTree website

The Process

Evaluative Research

Reviewing current literature of tactile graphics decision trees and common types of touch objects at museums.

Ideation Sessions

Designing with museum experts and students producing touch objects.

Usability Study

Evaluating our decision tree with five participants to draw insights and areas to improve.

Evaluative Research

Tactile Graphic Decision Trees

While there are no touch object decision trees in existing literature, there are two popular decision trees for determining when to create tactile graphics and how to product them:

Braille Authority of North America. Nd. Decision Tree. Retrieved May 18, 2023 https://www.brailleauthority.org/tg/web-manual/images/decisiontree.jpg

Lucia Hasty and V. Seki. 2004. Tactile Graphics Decision Tree. New York: American Foundation for the Blind.

Users are encouraged to design tactile graphics for instances when the museum object is:

  • Unavailable in the museum

  • Too large or too small to discern effectively via touch

  • Too dangerous to examine by touch

  • Conveying information in the form of a map, figure, or graph

Users are encouraged not to design tactile graphics when:

  • The museum object conveys information that’s a repeat of facts in the description

  • Information can be more effectively communicated via text

  • The tactile graphic requires the visitor to use visual discrimination or visual perception

  • The information derived from the tactile graphic isn’t needed to complete a task

Variations of Touch Objects

“Understanding Accessible Interpretation through Touch Object Practices in Museums” is a paper written by Lauren Race, Saarah D’Souza, Rosanna Flouty, Tom Igoe, and Amy Hurst, which I reference frequently in my analysis of high-fidelity touch objects. With their research, I’ve essentially worked backwards to group questions that practitioners should ask themselves when determining the best type of touch object to represent their chosen museum object.

Institutional Structures

A variety of users could use TouchTree. Some levels to consider are:

  • Curators at small museums, who can make decisions by consulting a close knit team.

  • Curators at large museums, who may need to engage in cross-departmental communication to answer key questions.

  • Entry-level positions or museum interns, who need approval from their institution supervisors.

User Journey Map

To contextualize the museum practitioner’s workflow, I created a journey map that captures the lines of communication and research involved to implement a touch object collection.

Ideation Sessions

Assessing Early Drafts

I reviewed an early draft of a touch object decision tree, which was informed by previous research conducted by Lauren Race, as well as existing literature on tactile graphics. I assessed the pros and cons of this draft and posed some questions that should be addressed with future iterations.

  • Is it possible for a museum object to be flat and still convey important spatial information?

  • Are there scenarios where a museum object is both flat and have a complex shape? Or are the contents of a flat object (e.g. photograph) considered complex? Is it ever appropriate to create a 3D touch object in this scenario?

  • What’s an example of a museum object under the following conditions?

    • Not commonly found in homes

    • Needs to convey spatial information

Ideating with Touch Object Designers

I designed a new iteration and informally reviewed it with ModTech, a group of NYU graduate designers working with the Grey Art Gallery at NYU to create variations of touch objects for selected artwork.

Before: tree iteration used for informal evaluation with ModTech, including feedback notes.

After: tree iteration with revisions from ModTech, denoted with stars.

Exploring Touch Objects

I visited the Intrepid Sea, Air & Space Museum to explore their touch object collection for education tours. I learned a lot about the variation in fidelity between touch objects and how well suited they are to performing different functions, from explaining physical mechanisms to demonstrating the shape and texture of the museum object.

Three touch objects representing a space shuttle: purchased model with moveable flaps (left), Velcro-detachable rocket boosters (middle), fragile model with rocket boosters (right)

Two touch objects representing an aircraft: purchased airplane model (left), handheld fan with soft propellers to represent propelling mechanism (right)

Revised TouchTree iteration with Director of Access Initiative’s feedback.

Making the Decision Tree Accessible

I sought additional feedback from the Director of McCullouch Historical Hall. One major piece of feedback we received was that the decision tree was difficult to read. The font would print very small in PDF format and it was easy to lose your place in the decision tree. These factors would contribute to information overload.

To improve the readability and accessibility of this visual tree, we decided to restructure the tree onto a screen reader-friendly interface. The visual decision tree would serve as information architecture for the digital interface.

Additional Changes

  • Simplified the language of all the questions by running them through the Hemingway App.

  • Modified “2.5D tactile graphic” to just “tactile graphic,” so users aren’t confused by unfamiliar vocabulary.

  • Changed the question “Does the spatial relationship between elements of the artifact matter?” to “Is it important for the visitor to understand the layout of the artifact?”

Prototype for Evaluation

I locked in the changes for the decision tree and proceeded to translate its logic onto individually linked pages on the WordPress website.

Decision tree information hierarchy used for the usability study.

Usability Study

Participants

We recruited 5 participants with 5-12 years of professional experience in museum curation and accessibility.

Methods

  • Task 1 (control): Participants used the TouchTree to determine the best touch object for the Colonoware pot from Cooper River, Charleston County, South Carolina, found at the National Museum of African American History and Culture Collection at the Smithsonian.

  • Task 2 (experimental): Participants selected a museum object of their choice, from any museum, and used the TouchTree to determine the best touch object for it.

  • Interview: I conducted a semi-structured interview to learn more about the participants’ overall experience navigating the TouchTree, both the interface and the information architecture.

Topics Addressed

  • Readability of decision tree questions

  • Usability of TouchTree website

  • Effectiveness of dictionary page

  • Effectiveness and feasibility of proposed outcomes

  • Reliability of decision tree outcomes

Findings

I used a teleconferencing software to conduct the evaluations virtually. Recordings of the evaluations were saved onto a protected cloud service, which transcribed the audio. I used affinity mapping on FigJam to sort and determine emerging themes. From this, I drew four major key themes.

Key insight: Offering non-tactile solutions, such as visual description and auditory experiences, may discourage practitioners from allowing visitors to touch museum objects directly or building a touch object collection in the first place.

Revised Prototype

Summary of Implementations

  • Separate all the questions so there’s only one question per page.

  • Rephrase all questions to be in active voice, not passive voice.

  • Don’t phrase questions as “is X feasible?” Focus more on the museum object’s attributes.

  • Before beginning the decision tree, users should review a list of which attributes to prioritize when selecting a museum object to make a touch object for.

  • Rephrase “No” branches to be “No or Unsure,” so users complete the decision tree. Selecting “Unsure” follows the same path as the “No” branch.

  • Include specific considerations for each solution offered on the decision tree.

  • Remove any solutions that are standalone “visual description only” and other multisensory solutions. Only prioritize touch objects. All solutions should still be accompanied with visual description.

Revised Information Architecture

Tree A asks about the museum object’s dimensionality first, then availability.

Tree B asks about the museum object’s availability first, then dimensionality.

I created two versions of the decision tree where the first and second questions were swapped.

Tree A resulted in fewer branches and fewer repeating questions, so we decided to iterate on this version. The fewer the steps, the more likely the user will complete the decision tree.

The dimensionality question, phrased as “3D or raised,” is subjective - what do museum practitioners consider to be raised? For example, some people might interpret painterly texture to be raised, while others wouldn’t. To ensure we catch all use cases of “raised” museum objects:

  • Simplify the dimensionality question to: “Is the museum object 3D?”

  • Regardless of its dimensionality, ask if the visitor needs to understand the museum object’s texture. This will prompt catch-all solutions, such as creating a tactile graphic and providing a found material sample.

Final information architecture for touch object decision tree.

Revised Solutions Page

In addition to removing multisensory alternatives, I included specific recommendations and things to keep in mind on each solution’s page. The goal is to provide direct resources for museum practitioners who are planning to take the next steps in implementing a touch object collection for their exhibits.

Reflections

This project helped me grow significantly as a user experience researcher. I practiced research-driven design with every iteration of the decision tree, incorporating feedback from a mix of museum experts and designers who are producing touch objects. In addition, I honed my skills in designing and conducting user evaluations. These experiences have allowed me to parse information, experiences, and data in meaningful ways. I am excited for museum practitioners to work with TouchTree. And I hope that many feel empowered to take the first step in designing accessible museum experiences.

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