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Van Gogh Phygital Museum VR Experience

“Designing immersive digital products that combine spatial interaction, storytelling, and product strategy.”

 

CONTEXT

Exploring the painting environment
X
Museum merchandises

That immersive experience Can Be Real!

“Imagine if we could step into a painting environment and purchase museum merchandise at the same time, bringing experiences from the digital world to the real world?

Project Overview

Project

Role

Platform

Tools

Duration

Team

Phygital Museum


Project Planner / XR Product Designer/  Presentation

All  VR devices 
Unity /  XR Interaction Toolkit / Blender


8 weeks


Charlotte, Jie Hao, Mingsi Xie, Bela

Target Audience

All ages

Problem

The marketing strategy focuses on young consumers, IP, anime collaborations, and e-commerce integration.

Insight

Even though about 6.5M people visited the British Museum last year, each person spent very little money on average.

GOAL

 
 
  • Increase museum turnover

  • ​Promote visitor-customized merchandise, integrating commercial touchpoints (souvenir stores, restaurants, cafes, bookstores) into the exhibition's virtual world.

  • Seamless experiences continue from the digital W into a physical one

Deliver memorable experiences worldwide

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