Museum AR · Experience design · 2023

Make the exhibit the centre of the experience.

I shaped an AR museum experience around one product priority: help visitors understand the object in front of them. Field research informed the scan-to-story journey, multilingual access, and optional exploration, then a 10-person study tested the interaction.

ROLE & OWNERSHIP

I led research, synthesis, journey mapping, interaction design, and prototype evaluation. I partnered with Roy and Mike on development and tested the key flows with 10 prospective visitors.

SCOPE

Interactive AR prototype · Museum visitor experience

Museum AR final experience preview
Experience overview · Research, design decisions, and validation below
THE CHALLENGE

Add context without competing with the exhibit.

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.

01 / Discover

Understand the visit before adding a digital layer

Field research, comparative patterns and visitor input

I combined field visits, visitor interviews, survey responses, and comparative research to identify where digital support would help. Three priorities shaped the scope: a clear entry point, accessible exhibit context, and control over 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.

Swipe or use the arrows to explore the research visuals; each image has a short explanation.

Secondary research frames the museum audience and visitor context.
Secondary research frames the museum audience and visitor context.
Existing museum technology shows how digital layers meet physical exhibits.
Existing museum technology shows how digital layers meet physical exhibits.
Comparative review of museum AR experiences and interaction patterns.
Comparative review of museum AR experiences and interaction patterns.
Additional references compare exhibit guidance and information density.
Additional references compare exhibit guidance and information density.
Exhibit inventory maps the visitor touchpoints available for an AR layer.
Exhibit inventory maps the visitor touchpoints available for an AR layer.
A closer look at existing exhibit labels and physical display constraints.
A closer look at existing exhibit labels and physical display constraints.
Affinity themes cluster visitor needs and open questions.
Affinity themes cluster visitor needs and open questions.
Survey findings show patterns in museum visits and technology expectations.
Survey findings show patterns in museum visits and technology expectations.
Interview notes group visitor reactions into recurring themes.
Interview notes group visitor reactions into recurring themes.
Journey map follows the visitor from entry through exhibit exploration.
Journey map follows the visitor from entry through exhibit exploration.
02 / Define

Prioritise the path from object to story

Opportunity mapping and prioritisation

I prioritised scanning and exhibit interpretation as the core journey. Language access supports that task; collections and the scavenger hunt remain optional. This scope decision limits competing content in the field of view while retaining depth for curious visitors.

4 research visuals · Swipe or scroll. Each visual includes a short explanation.

Synthesis map connects research themes to opportunities for exploration.
Synthesis map connects research themes to opportunities for exploration.
Prioritization matrix weighs visitor needs against effort and feasibility.
Prioritization matrix weighs visitor needs against effort and feasibility.
Exhibit content and touchpoints are mapped to the proposed AR experience.
Exhibit content and touchpoints are mapped to the proposed AR experience.
Information architecture connects onboarding, discovery and collection.
Information architecture connects onboarding, discovery and collection.
03 / Develop

Resolve navigation before adding detail

Early layouts and navigation

I used sketches and storyboards to compare entry, scanning, and return paths before investing in detailed UI. The selected structure gives each interaction a clear next step and exit; language, saved discoveries, and the hunt extend that same model.

Storyboard tests the route from welcome to scanning and collecting an artifact.
Storyboard tests the route from welcome to scanning and collecting an artifact.
04 / Experience

An exhibit-first AR experience

Exhibit stories, language and optional discovery

Scanning leads directly to the exhibit story. Language, collections, and the hunt extend that experience while preserving a clear route back to the physical display.

05 / Validate

Validate understanding in the interaction

Formative evaluation

I evaluated the Unity prototype with 10 prospective visitors, observing scanning, navigation, and recovery. Their questions guided clearer instructions and feedback. The study informed interaction quality; a gallery pilot would be needed to measure learning and engagement in a real visit.

The walkthrough above shows the experience tested; this evaluation focused on whether visitors understood the scan, navigation, and return path.

SOURCE MATERIAL

From fieldwork to an exhibition journey

The original museum proposal documents the fieldwork, visitor journey and service flow behind this concept. Its proposed targets are not measured outcomes.

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WHAT THIS WORK ESTABLISHED

Keep the exhibit as the measure of success.

The project established a research-informed scan-to-story journey and an interactive prototype. A gallery pilot should now test recognition reliability, onboarding time, and story recall, so the AR layer earns its place in the visit.