Person
Person

ux design

Museum

Freetown village

AR/VR platform bridging physical and digital cultural experience

My role
UX Researcher, Product Designer, System Architect
My role
UX Researcher, Product Designer, System Architect
Timeline
November - December 2025
Timeline
November - December 2025
Company
Freetown village Museum
Company
Freetown village Museum

Problem

People don't have a capability problem. They have a "content doesn't work" problem.

Young professionals (ages 20-35) are tech-comfortable but rarely engage with digital cultural events. Despite high technical literacy, 73% rarely or never attend online cultural experiences. Freetown Village, a 40+ year-old living history museum, struggled to reach younger audiences beyond their 25-60 person in-person performances.

Key Research Insights

Virtual Engagement Paradox

Evidence: 73% rarely attend online events despite 60% tech comfort

AR/VR created emotional resonanace passive videos

Immersion Creates Connection

Evidence: "I would love to interact more with this" - VR museum created emotional resonance

Musuem -style exploration lets users feel history, not just watch it.

Mobile First is Essential

Evidence: "Not everyone has a Meta Quest" - all have smartphones

AR via smartphones is primary access, VR is premium enhancement

Community Drives Retention

Evidence: "Would love to show friends and family" - AR scavenger moments highly shareable

Collectible cards and scavenger rewards create social engagement

Solution

Freetown village :AR/VR

Freetown Village AR/VR Platform is an immersive digital experience that bridges physical and digital worlds. Users access AR content via smartphones (character cards, heritage buildings, scavenger hunts) and VR experiences via headsets (virtual museum, live performances, emotional timelines). The platform makes Black history emotionally immersive while maintaining accessibility through mobile-first design

Value Proposition

Discover

AR character cards with 3D profiles and stories

Explore

Virtual based scavenger hunt with AR rewards

Experince

Virtual museum with curated exhibits

Connect

Live VR performance in themed virtual theater

Market Opportunity

$80K-$137K

Investment Required

15-20 Months

Break-Even

Scalable

Platform

Solution

My Role & Contributions

User Research

  • Led research with 12 participants.

  • 15 surveys, 3 interviews, 4 concepts tests.

  • Story-anchored prototyping

User Research

  • Led research with 12 participants.

  • 15 surveys, 3 interviews, 4 concepts tests.

  • Story-anchored prototyping

Product Design

  • Designed complete AR & VR features set.

  • Created user flows for all core experiences.

  • Physical-digital bridge design.

Product Design

  • Designed complete AR & VR features set.

  • Created user flows for all core experiences.

  • Physical-digital bridge design.

Information Architecture

  • Created complete IA for AR/VR integration.

  • Designed cross-navigation.

  • Features discovery patterns.


Information Architecture

  • Created complete IA for AR/VR integration.

  • Designed cross-navigation.

  • Features discovery patterns.


System Architecture

  • Architecture IoT system with sensors, gateway, cloud.

  • Real- time analytics and tracking.

  • Engagement metrics & recommendations.

System Architecture

  • Architecture IoT system with sensors, gateway, cloud.

  • Real- time analytics and tracking.

  • Engagement metrics & recommendations.

Business Viability

  • Technical feasibility assessment.

  • Revenue model and pricing strategy.

  • Market sizzing and break-even analysis.

Business Viability

  • Technical feasibility assessment.

  • Revenue model and pricing strategy.

  • Market sizzing and break-even analysis.

Strategy & Presentation

  • Created pitch deck for stakeholders.

  • SWOT analysis and competitive positioning.

  • 22 week development roadmap.

Strategy & Presentation

  • Created pitch deck for stakeholders.

  • SWOT analysis and competitive positioning.

  • 22 week development roadmap.

UI Design

Impact & Reflection

User Validation

✓ 73% rarely attend online events despite 60% tech comfort (identified engagement gap)

✓ VR: "I would love to interact more with this" (immersive storytelling created emotional connection)

✓ AR: "Would love to show friends and family" (high shareability and social engagement)

Key Learnings

→ Clarity over complexity: Simple workflows outperform feature-rich but overwhelming interfaces

→ Design for accessibility first: AR reaches everyone, VR needs fallbacks (mobile VR, WebXR, 360°)

→ Story-anchored testing works: Context matters for cultural content validation

→ Physical-digital bridge essential: Tangible collectibles drive ongoing engagement beyond single event

What I'd Do Differently

→ Earlier VR environment population (avoid "too empty" theater feedback)

→ More aggressive feature simplification (catch timeline redundancy earlier)

→ Deeper AR interactivity prototyping (validate 3D artifacts interaction earlier)

More Works

©2024

More Works

©2024

Person
Person

ux design

Museum

Freetown village

AR/VR platform bridging physical and digital cultural experience

My role
UX Researcher, Product Designer, System Architect

Timeline
November - December 2025

Company
Freetown village Museum

Problem

People don't have a capability problem. They have a "content doesn't work" problem.

Young professionals (ages 20-35) are tech-comfortable but rarely engage with digital cultural events. Despite high technical literacy, 73% rarely or never attend online cultural experiences. Freetown Village, a 40+ year-old living history museum, struggled to reach younger audiences beyond their 25-60 person in-person performances.

Key Research Insights

Virtual Engagement Paradox

Evidence: 73% rarely attend online events despite 60% tech comfort

AR/VR created emotional resonanace passive videos

Immersion Creates Connection

Evidence: "I would love to interact more with this" - VR museum created emotional resonance

Musuem -style exploration lets users feel history, not just watch it.

Mobile First is Essential

Evidence: "Not everyone has a Meta Quest" - all have smartphones

AR via smartphones is primary access, VR is premium enhancement

Community Drives Retention

Evidence: "Would love to show friends and family" - AR scavenger moments highly shareable

Collectible cards and scavenger rewards create social engagement

Solution

Freetown village :AR/VR

Freetown Village AR/VR Platform is an immersive digital experience that bridges physical and digital worlds. Users access AR content via smartphones (character cards, heritage buildings, scavenger hunts) and VR experiences via headsets (virtual museum, live performances, emotional timelines). The platform makes Black history emotionally immersive while maintaining accessibility through mobile-first design

Value Proposition

Discover

AR character cards with 3D profiles and stories

Explore

Virtual based scavenger hunt with AR rewards

Experince

Virtual museum with curated exhibits

Connect

Live VR performance in themed virtual theater

Market Opportunity

$80K-$137K

Investment Required

15-20 Months

Break-Even

Scalable

Platform

Solution

My Role & Contributions

User Research

  • Led research with 12 participants.

  • 15 surveys, 3 interviews, 4 concepts tests.

  • Story-anchored prototyping

Product Design

  • Designed complete AR & VR features set.

  • Created user flows for all core experiences.

  • Physical-digital bridge design.

Information Architecture

  • Created complete IA for AR/VR integration.

  • Designed cross-navigation.

  • Features discovery patterns.


System Architecture

  • Architecture IoT system with sensors, gateway, cloud.

  • Real- time analytics and tracking.

  • Engagement metrics & recommendations.

Business Viability

  • Technical feasibility assessment.

  • Revenue model and pricing strategy.

  • Market sizzing and break-even analysis.

Strategy & Presentation

  • Created pitch deck for stakeholders.

  • SWOT analysis and competitive positioning.

  • 22 week development roadmap.

UI Design

Impact & Reflection

User Validation

✓ 73% rarely attend online events despite 60% tech comfort (identified engagement gap)

✓ VR: "I would love to interact more with this" (immersive storytelling created emotional connection)

✓ AR: "Would love to show friends and family" (high shareability and social engagement)

Key Learnings

→ Clarity over complexity: Simple workflows outperform feature-rich but overwhelming interfaces

→ Design for accessibility first: AR reaches everyone, VR needs fallbacks (mobile VR, WebXR, 360°)

→ Story-anchored testing works: Context matters for cultural content validation

→ Physical-digital bridge essential: Tangible collectibles drive ongoing engagement beyond single event

What I'd Do Differently

→ Earlier VR environment population (avoid "too empty" theater feedback)

→ More aggressive feature simplification (catch timeline redundancy earlier)

→ Deeper AR interactivity prototyping (validate 3D artifacts interaction earlier)

More Works

©2024

Person
Person

ux design

Museum

Freetown village

AR/VR platform bridging physical and digital cultural experience

My role
UX Researcher, Product Designer, System Architect
Timeline
November - December 2025
Company
Freetown village Museum

Problem

People don't have a capability problem. They have a "content doesn't work" problem.

Young professionals (ages 20-35) are tech-comfortable but rarely engage with digital cultural events. Despite high technical literacy, 73% rarely or never attend online cultural experiences. Freetown Village, a 40+ year-old living history museum, struggled to reach younger audiences beyond their 25-60 person in-person performances.

Key Research Insights

Virtual Engagement Paradox

Evidence: 73% rarely attend online events despite 60% tech comfort

AR/VR created emotional resonanace passive videos

Immersion Creates Connection

Evidence: "I would love to interact more with this" - VR museum created emotional resonance

Musuem -style exploration lets users feel history, not just watch it.

Mobile First is Essential

Evidence: "Not everyone has a Meta Quest" - all have smartphones

AR via smartphones is primary access, VR is premium enhancement

Community Drives Retention

Evidence: "Would love to show friends and family" - AR scavenger moments highly shareable

Collectible cards and scavenger rewards create social engagement

Solution

Freetown village :AR/VR

Freetown Village AR/VR Platform is an immersive digital experience that bridges physical and digital worlds. Users access AR content via smartphones (character cards, heritage buildings, scavenger hunts) and VR experiences via headsets (virtual museum, live performances, emotional timelines). The platform makes Black history emotionally immersive while maintaining accessibility through mobile-first design

Value Proposition

Discover

AR character cards with 3D profiles and stories

Explore

Virtual based scavenger hunt with AR rewards

Experince

Virtual museum with curated exhibits

Connect

Live VR performance in themed virtual theater

Market Opportunity

$80K-$137K

Investment Required

15-20 Months

Break-Even

Scalable

Platform

Solution

My Role & Contributions

User Research

  • Led research with 12 participants.

  • 15 surveys, 3 interviews, 4 concepts tests.

  • Story-anchored prototyping

Product Design

  • Designed complete AR & VR features set.

  • Created user flows for all core experiences.

  • Physical-digital bridge design.

Information Architecture

  • Created complete IA for AR/VR integration.

  • Designed cross-navigation.

  • Features discovery patterns.


System Architecture

  • Architecture IoT system with sensors, gateway, cloud.

  • Real- time analytics and tracking.

  • Engagement metrics & recommendations.

Business Viability

  • Technical feasibility assessment.

  • Revenue model and pricing strategy.

  • Market sizzing and break-even analysis.

Strategy & Presentation

  • Created pitch deck for stakeholders.

  • SWOT analysis and competitive positioning.

  • 22 week development roadmap.

UI Design

Impact & Reflection

User Validation

✓ 73% rarely attend online events despite 60% tech comfort (identified engagement gap)

✓ VR: "I would love to interact more with this" (immersive storytelling created emotional connection)

✓ AR: "Would love to show friends and family" (high shareability and social engagement)

Key Learnings

→ Clarity over complexity: Simple workflows outperform feature-rich but overwhelming interfaces

→ Design for accessibility first: AR reaches everyone, VR needs fallbacks (mobile VR, WebXR, 360°)

→ Story-anchored testing works: Context matters for cultural content validation

→ Physical-digital bridge essential: Tangible collectibles drive ongoing engagement beyond single event

What I'd Do Differently

→ Earlier VR environment population (avoid "too empty" theater feedback)

→ More aggressive feature simplification (catch timeline redundancy earlier)

→ Deeper AR interactivity prototyping (validate 3D artifacts interaction earlier)

More Works

©2024

Create a free website with Framer, the website builder loved by startups, designers and agencies.