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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
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Increase museum turnover
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Promote visitor-customized merchandise, integrating commercial touchpoints (souvenir stores, restaurants, cafes, bookstores) into the exhibition's virtual world.
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Seamless experiences continue from the digital W into a physical one


Deliver memorable experiences worldwide








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