Experience design · AR concept · 2023
Make the exhibit the centre of the experience.
An AR museum guide can add context to an object, but it can also pull attention away from it. I designed a self-guided journey that makes stories easy to discover and deeper interaction optional.

Museum AR
Visitors move between physical objects, labels and digital information. Requiring them to learn a new interface at every exhibit would make the technology the focus of the visit. The design question was where an AR layer genuinely improves understanding, and when it should get out of the way.
Research in the museum context
Field research, comparative patterns and visitor input
I combined museum field visits, a review of existing AR experiences, survey responses and visitor interviews. The evidence pointed toward three useful needs: accessible exhibit context, an understandable way to discover it, and the freedom to choose how deeply to explore.
What changed: The visitor journey mattered more than the novelty of an overlay. I mapped collection and onboarding through scanning, reading, optional play and return of the glasses, then kept exhibit discovery as the primary path.










Define the visitor journey
Opportunity mapping and prioritisation
I prioritised a simple scan-to-story flow. Language selection supports more visitors without turning into a detour; collections and a scavenger hunt offer depth for people who want it. The trade-off was deliberately limiting on-screen content so the physical object stayed visible.
Prototype the interaction
Early layouts and navigation
Low-fidelity sketches tested hierarchy and navigation before I moved into a high-fidelity AR prototype. The resulting screens connect scanning, exhibit context, language options, saved discoveries and the optional hunt into one continuous visit.
The proposed experience
Exhibit stories, language and optional discovery
The proposed AR screens make the exhibit story the default destination. A visitor can change language, save an object to a collection or try the hunt without losing the route back to the physical display.

















Test the flow
Formative evaluation
I used a Unity prototype in formative sessions with 10 prospective visitors. I observed whether participants understood scanning, navigation and the return path, then used their questions to refine instructions and feedback. This small concept test informed iteration; it does not establish production engagement or museum attendance.
A direction grounded in the work.
The next proof point is whether visitors learn more in a real gallery. A pilot should test recognition reliability, onboarding time and recall of the exhibit story.




