Designing layout for gallery for AB testing iteration 1

Initial Research

“Ways of seeing” – John Berger Quotes:

“The way we now see the paintings of the 1st half of the twentieth century is different from how we perceived them at the time they were created. If we discover why this is so then we will also discover something about ourselves and the situation in which we are living.”

“The process of seeing paintings is less spontaneous and natural that we tend to believe”

“A large part of seeing depends upon habit and convention

Convention of perspective: Centers everything on the eye of the beholder”

“Human eye can be only at one place at a time – it takes it visible way with it”

“The painting of the wall can only be at one place at a time like the human eye”

“Paintings become messages”

“If we go up close to the painting somehow we must be able to feel it”

sketch – according to John Berger this is how the eye sees a painting on a wall

Experiencing VR Galleries on SideQuest:

Initial VR designs in Gravity Sketch and Tiltbrush:

3 Different ideas all based from John Berger’s sketch on how the eye sees a painting on a wall.
Sketch 1 made in Gravity sketch, 2+3 make in Tiltbrush
Sketch 1: full circle to place artefacts
Sketch 2: semicircles placed on different heights in the same perimeter circle
Sketch 3: reverted John Berger’s sketch- two parallel walls with artefacts left and right creating an illusion that the corridor becomes small

Initial Feedback after midcrit:

Could disassociate our brains completely from a normal art gallery design and could maybe brainstorm in designing a gallery that is closer to the nature of the artefacts displayed. For example design a large dumpster that would act as a gallery.

Designing in Blender:

Designing and setting up the environments in Unity :

Gallery A:

Gallery B:

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