Art ImmHERsive

Course · Information Architecture & Design

Art ImmHERsive

An interactive ecosystem designed to deepen learning and engagement with diverse folklore.

Role & Team

UX Researcher & Designer, with Liz, Varsha & Vanessa

UX Methods

Research
Surveys, interviews, competitive analysis, usability testing, SUS

Design
IA, content, visual, wireframing, prototyping

Tools

Figma · FigJam · Photoshop · AutoCAD

Timeline

Spring 2023, 10 weeks (Feb–Apr)

Context

About Art ImmHERsive

In honor of International Women's Day, my team and I collaborated with Austin Public Library to design an educational AR game.

This project was inspired by my literature background and experience teaching World Literature at UT Austin. Working with students who preferred digital media, I asked: How can AR games reshape how people engage with global mythology and folklore?

This led to a semester-long effort aligning an AR game and 3D space with user preferences for interactive experiences.

Problem

Problem statement

How might we create an intuitive AR experience that enhances learning and engagement with diverse folklore?

Process

Project roadmap

The project required integrating three workflows: user research, application and content design, and design of the 3D space. I used Agile to help our team build, test, and refine each layer iteratively.

Research methods overview
Research methods overview

Phase 1

Generative research

Competitive research: what works and what doesn't?

I conducted competitor analysis to map strengths, gaps, and opportunities across immersive exhibits.

Consider

Cultural exposure, accessible design, predictable timing, learning tokens, responsive sensors

Avoid

Poor wayfinding, limited seating, stationary formats, required VR gear, missing cultural context

Opportunities

Clear information architecture, flexible pacing, inclusive spaces, equipment-free interaction, cultural celebration

Art ImmHERsive's emphasis on cultural education was a core differentiator that could make it memorable and deepen community engagement.

Screener survey: who visits immersive experiences?

The screener revealed visitors span a wide range of ages and backgrounds. Three primary user groups emerged: young professionals, parents with children, and older adults. Given our 10-week timeline, we focused on young professionals and parents with children.

Participant age ranges
Participant age ranges
Last library visit
Last library visit
Experience with VR / AR
Experience with VR / AR

In-depth interviews (n=9)

I conducted nine interviews with participants across age and life stage. Four findings shaped the design direction:

Takeaway 1

Print over digital wayfinding

Readable print cues worked better than digital maps. We paired print materials with a phone map for tracing and checking off routes.

Takeaway 2

Audio on demand, not on a loop

Alternate text and audio stations under 15 minutes. Remove waits and let visitors skip any segment.

Takeaway 3

Sensory pull for younger users

Younger visitors valued spectacle and interaction. Parents prioritized age-appropriate content that sustained attention.

Takeaway 4

Freedom over rigid flow

Seven participants enjoyed exploring freely when navigation was clear and essentials were easy to find.

User profiles

The screener and interview findings consolidated into clear pain points and needs across our two priority groups, which directly informed downstream design decisions.

Persona 1: Young professionals
Persona 1: Young professionals · Select to enlarge
Persona 2: Parents & kids
Persona 2: Parents & kids · Select to enlarge

User journeys

By mapping each persona's journey through the exhibit, we could see where physical space, the application, and interpersonal interactions intersected, helping us design intentionally for those touchpoints.

Journey 1: Young professionals
Journey 1: Young professionals · Select to enlarge
Journey 2: Parents & kids
Journey 2: Parents & kids · Select to enlarge

Brand

Brand identity

Content & visuals

My conception of Art ImmHERsive was inspired by stories of strong women from across the world. I started with A Thousand and One Nights, short stories that span South Asia, China, and the Middle East, precisely because of how it has been misunderstood in popular culture.

The visual language drew from a spectrum of art traditions: modernist and abstract art, line art, miniatures, geometric patterns, and Mughal architecture. The color palette honors the rich jewel tones of South Asian and Middle Eastern art and architecture.

Moodboards

Because the project was so visually driven, brand exploration was non-negotiable. I compiled themes, color palettes, and reference visuals across four directions: futurism, minimalism, historical, and children's storybooks.

Physical space

For the physical space, I researched South Asian and Middle Eastern architecture to ground the aesthetic in cultural authenticity. My team calculated foot traffic at the Austin Public Library and sketched rooms with various information layouts. These sketches were then translated into AutoCAD renderings.

Phase 2

Mobile app ideation

Sketches and wireframes

We started with a Crazy 8s exercise as a team to align on key features: learning about the exhibit, reserving tickets, accessing audio guides, using the AR camera, scanning QR codes, navigating with a wayfinder, and saving favorite items.

Crazy 8s sketches

My guiding principle while sketching: give users quick, easy access to features without distracting from the immersive experience itself. This led to a bottom navigation bar with icons for the most-used features.

Lo-fi prototyping screens

Lo-fi

Prototyping & usability testing

Information architecture

I mapped our information architecture to make sure every flow held together end-to-end. Proposed key task flows included:

  • Discover: Learn about the production house, find local exhibits, and book tickets.
  • Navigate: Access the map and scan exhibit QR codes.
  • Experience: Play audio guides and learn how the AR game works.
  • Collect: Reveal story items with the AR camera, save tokens, and view the collection.
Application map / information architecture
Application map / information architecture
Lo-fi prototype

Lo-fi usability testing

To pressure-test the layered information architecture, we ran short tasks to see whether users could navigate the main flows without friction:

Task 1: Find the One Thousand and One Nights event you've scheduled.
Task 2: Listen to the audio version of Chapter 1.
Task 3: Collect the gold lamp's AR token.

Method: Lo-fi, hand-drawn sketches transposed into Figma screens, tested through moderated think-aloud sessions in person and on Zoom.

Participant demographics

Five young professionals, graduate students, and older adults.

Lo-fi findings & recommendations

Takeaway 1

Nomenclature

Labels such as Art, Explore, and My Library were unclear. We replaced them with names that better predicted the content.

Takeaway 2

Navigability

Users could not locate Princess Badr across overlapping menu categories. We simplified and reordered the navigation.

Takeaway 3

Core functionality

The app's purpose was unclear. We reduced booking and reading features to focus on context and the AR game.

Hi-fi

High-fidelity prototyping & testing

Hi-fi prototyping

We simplified the information architecture for the hi-fi to surface key flows more clearly. I overhauled the app's navigability, added micro-interactions, and implemented a design system.

Hi-fi mobile prototype walkthrough

Hi-fi usability testing

For the final round, I used the Wizard of Oz technique to simulate the 1,001 Nights exhibit, using themed décor, paintings, and signage set up in the physical space. Then I ran usability sessions with 7 participants.

Tasks tested

Task 1: Open the app, create an account, then check whether your friend or child could enter the physical space in a wheelchair.
Task 2: Find the 1,001 Nights collection, locate Exhibit 1: The Story of Princess Badr, and save it.
Task 3: Look up Princess Badr's relationship to 1,001 Nights.
Task 4: Scan the QR code, navigate to Chapter 4's audio guide, and favorite it.
Task 5: Find out how to play the AR game for this exhibit.
Task 6: Start the AR game, open the camera to see what the magic keys reveal, save the token, and view your collection.

Method: A hi-fi Figma prototype tested through six moderated think-aloud sessions on Zoom.

Participant demographics

Seven participants across careers, ages 14 to 67.

Hi-fi findings & recommendations

Takeaway 1

Information architecture

Accessibility information and audio guides were buried inside the broader app. We brought exhibit-level information forward.

Takeaway 2

Comprehension

Users missed how Princess Badr connected to One Thousand and One Nights. We clarified the story hierarchy and context.

Takeaway 3

AR game

Capturing AR tokens caused friction. Feedback also identified ways to strengthen rewards and motivation.

Hi-fi SUS results

After testing, I administered a System Usability Scale questionnaire to quantify the experience.

Implementation

The AR game & immersive exhibit

You can play my AR game by clicking the prototype below, and watch my team's rendition of A Thousand and One Arabian Nights in the embedded video.

The AR game prototype
Play the AR game prototype ↗

Reflection

What I learned

Takeaway 1

Accessibility

Integrating exhibit and app design requires consistent attention to accessibility and sensory load.

Takeaway 2

Navigability

Information architecture must work across content, physical space, and app design.

Takeaway 3

Cultural context

Cultural grounding should honor diverse stories without creating information overload.