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Product analysis of virtual exhibition hall based on five elements of curation

Recently, I participated in an online virtual experience museum project and began to get in touch with exhibition information. I overheard a headline about curation, just for practice.

On July 23, the headline mentioned:

Curator element: subdivision selection. Exhibition is to choose specific exhibits for specific people to see, not more exhibits, but less.

Analysis of Virtual Pavilion: Virtual Pavilion should have two dimensions when selecting exhibition content:

(1) Audience dimension: What needs can age, gender, industry and products meet? Which of these needs are explicit and which are implicit? How to meet the explicit demand and how to stimulate and meet the invisible demand?

(2) Display content: Are there any related products on the market, and what are their criteria for selecting content? What are our criteria for choosing content? If there are differences in the selection process, what is the basis for the selection?

Curator element: shaping feelings. What is an "exhibition"? It is expansion, which expands abstract concepts into tangible scenes and things that can be perceived.

Analysis of the Virtual Museum: Different from the general physical museums or science and technology museums, the virtual museum does not reproduce the existing physical museums online, but "creates something out of nothing". According to the theme, the scene is built by 3D modeling, and the experience process is completed through human-computer interaction in the scene.

There are two dimensions to shaping feelings:

(1) Scene setting: Whether the created scene is closely related to the audience's life, whether what happens in the scene can be related to the audience's daily life, and whether the audience will sigh after experiencing it? For example, simulate a scene where an electric car is charging and catching fire in the corridor, so that the experiencer can really see the scene of the electric car catching fire, and at the same time, there is an analysis of time and temperature changes, supplemented by the experience of fire extinguishing methods, so that the experiencer can realize that ordinary things also hide risks.

(2) Interactive settings:

■ Can you set the skin option on the login interface, so that the experiencer can explain the mascot's choice of clothing to IP. After the experience, the mascot's clothing can be upgraded after obtaining points and certificates.

■ Can you set a punch button in the login interface and preset some punch slogans? After clicking punch in, there will be many punching slogans on the opposite side of the interface, which is a bit like a barrage. On the last page after the experience is completed, can you set a high-five button and preset some encouraging slogans? After selecting and clicking, a barrage slogan will appear, and finally points and certificates will be presented. These buttons are made into options, creating more interactive opportunities for the experiencer.

■ Can you set some blind box options during the experience, and set some experience items as blind boxes, including 2-3 different contents, the same venue and the same tour route, and the items and answers of each experience may be different, so that the experiencer has the desire to play repeatedly.

By implanting these interactive and experiential links, we can create different feelings for the experiencer.

Curator element: manufacturing process. In other words, it is not only perceptible in space, but also a complete experience of linear expansion in time, including beginning, bearing, turning and merging.

Virtual Museum Analysis: In the virtual experience museum, the process of experience is to learn first, then investigate hidden dangers, then deal with accidents, and finally test the experience content, and form a complete experience closed loop through learning, practice, testing and evaluation.

Curator element: establishing boundaries. Any exhibition has a time limit. It can't exist forever, but only temporarily. Just like "sand painting", it can be created at any time and erased at any time.

Virtual Pavilion Analysis: Virtual Pavilion has two product boundaries:

(1) fee, set the user boundary. Only when people who have used it say yes can they attract more people to experience it.

(2) Iteration: The content in the virtual exhibition hall should be iterated continuously. For example, this year's rainstorm in Zhengzhou has made the public aware of the necessity of popularizing the knowledge of urban waterlogging emergency in summer, and the virtual museum should keep pace with the times and constantly update current events.

Curator element: build a meaningful field for users to identify and participate in.

Analysis of Virtual Library: The core meaning of virtual library is to popularize knowledge. Why should we popularize knowledge? Why should we popularize knowledge in the form of virtual library? Besides popularizing knowledge, what core values can the virtual pavilion bring to relevant participants? These are the problems and schemes that should be explored and designed continuously in the future product operation.