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Project 03 / 05User-centred design · AR concept · Museum storytelling

PARMMuseum Experience

A mobile companion and future AR glasses concept that makes Portsmouth Museum’s Sherlock Holmes Gallery easier to navigate, understand and enjoy.

19 surveys3 interviewsMobile + AR system
Stories that move with the visitor
Stories that move with the visitor
Project brief

Make the visit easier without stealing attention.

How can digital guidance make a museum easier to enter without getting between the visitor and the exhibits?

Challenge

Visitors wanted clearer guidance, shorter stories and more flexible ways to explore the gallery. Language, confidence and the amount of information could all affect how comfortable the visit felt.

Design response

Our team designed a connected system: a mobile companion for planning and guidance, plus a future lightweight AR concept for contextual stories inside the gallery.

Outcome

The proposal was developed through research, interaction flows, prototypes and two volunteer evaluation sessions, producing a complete mobile and AR experience direction.

Process

A visitor journey, not another screen.

Four moves connect the problem, the design logic and the final direction.

01

Plan the visit

Help visitors understand what is available before they arrive.

02

Reduce uncertainty

Make orientation and wayfinding easier at the museum.

03

Add context at the right moment

Use concise stories and interpretation without overwhelming the exhibit.

04

Explore a future layer

Use lightweight AR as support, not as the main attraction.

Media

The experience moves with the visitor.

The moving pieces make the project easier to understand at a glance.

01
Project film

PARM Companion

How the mobile companion supports planning, navigation and accessible storytelling across the museum journey.

02
Project film

PARM Glasses · 3D concept

A visual study of the proposed lightweight museum glasses, their form and physical character.

03
Project film

PARM Glasses · Concept film

A short scenario showing how contextual stories could appear during a real gallery visit.

Outcome

Digital guidance that stays in the background.

The proposal was developed through research, interaction flows, prototypes and two volunteer evaluation sessions, producing a complete mobile and AR experience direction.

Project documentDesign Deck

The complete user-centred design process, research evidence, interaction flows and final proposal.

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Project documentPitch Deck

A concise presentation of the opportunity, connected system and value for museum visitors.

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