History of the Place

I led UX/UI and experience design for a multi-device museum installation including mobile, touchscreen, and an AI-powered photo booth.

The project was delivered in 6 weeks

Role: UX/UI Designer

Timeline: 6 weeks

Platforms: Mobile / Touchscreen / AI booth

Context

The project was an interactive brand activation in a museum gallery, designed as a quest across three floors.

Visitors completed a story-based quest about the history of the location where the gallery was built, moving between interaction points across the space.

Mobile guided the quest, the touchscreen provided the full content overview, and the experience ended with an AI photo booth where visitors generated an image of themselves in one of the historical settings

Key constraints

  • Tight deadlines

  • Narrow gallery areas with risk of crowding

  • Interaction had to work without staff guidance in a public environment

  • Strict client’s brand guidelines

My role

I owned the UX/UI direction across all platforms:

  • UX flows for mobile, touchscreen, and AI booth

  • Experience concept

  • UI design and brand adaptation

  • AI photo templates

  • Client presentations

  • Coordination with developers

Result

The installation launched on the museum opening day and operated in a real public environment

6,000+

visitors engaged with the activation

5,000+

AI photos downloaded

6 weeks

to develop

Experience concept

The installation was designed as a quest across three floors.

Visitors moved between interaction points using mobile navigation, touchscreen displays, and a final AI booth.

The goal was to connect physical space and digital interaction into a self-guided experience, where each interaction point told the story of the location visible from that part of the gallery

/Experience flow

Entrance β†’ πŸ–Ό Intro screen or πŸ“‹ leaflet

↓

πŸͺ§ QR stand β†’ Start quest on πŸ“± mobile

↓

Gallery exploration β†’ Scan πŸͺ§ QR points β†’ Continue quest (πŸ“± mobile)

↓

πŸ–₯ Touchscreen β†’ Explore full quest content

↓

πŸ“Έ AI booth β†’ Choose era β†’ Take photo β†’ Generate image β†’ open QR β†’ Download result to πŸ“± mobile

↓

Finish experience

Multi-platform UX

The experience was designed as a multi-surface system running across mobile, touchscreen, and an AI-powered photo booth.

Mobile was used for navigation and quest progression, the touchscreen for large-screen content interaction, and the AI booth for the final personalized output.

The challenge was to keep the experience consistent while users moved between devices

/device communication scheme

πŸͺ§ QR stands

/ \

πŸ“± Mobile quest πŸ–₯ Touchscreen

\ /

\ /

πŸ“Έ AI booth

|

Download (πŸ“± Mobile)

Roles:

  • πŸ“± Mobile β€” quest interface, navigation, and result of AI photo booth download

  • πŸ–₯ Touchscreen β€” public display for exploring the full story and navigation

  • πŸ“Έ AI booth β€” final interactive point with photo generation

  • πŸͺ§ QR stands β€” entry points triggering the mobile quest

Mobile quest

Mobile was the main navigation tool for the quest. Visitors started by scanning QR codes on vertical stands and followed a fixed sequence.

Fun fact! The QR entry points were originally planned as stickers, but were replaced with vertical screens to improve visibility in the gallery space.

Navigation hints and a map were added to the app to prevent missing interaction points

/Mobile flow

QR scan

↓

Onboarding

↓

Choose mode (guided / self)

↓

Quest loop:

β€’ Open step

β€’ View β€œStories” (video / 3D object / cards)

β€’ Navigate to next point (map / image of next location)


πŸ” Repeat across gallery 5 times


↓

Quest completed

Touchscreen

The touchscreen showed the same quest content adapted for a large 55" display.

Video content was designed in horizontal format for the touchscreen and later adapted to a square layout to fit the mobile interface.

Layouts were designed for distance viewing and longer interaction.

/touchscreen Layout

AI booth

The AI booth was the final interaction point of the experience, where visitors generated a personalized image based on the quest story.

The interaction had to work in a public space without staff guidance, so the flow was designed as a short, linear sequence with clear steps.

To keep the process fast and avoid queues, the result was delivered via QR code, allowing visitors to download the image on their phone

/AI booth flow

press Start

↓

Choose character and place

↓

Capture photo

↓

AI generation (waiting)

↓

Preview result

↓

Download to mobile via QR

/AI generated templates

Physical navigation

Interaction points were distributed across three floors, making navigation part of the UX.

Locations were fixed by the quest story made by the client and the museum, so users moved between QR’s points using maps, hints, and visual markers.

Navigation had to remain clear without staff guidance

/Spatial flow

Designing for physical space

Design decisions were affected by real exhibition conditions: viewing distance, fixed placement, and visitor flow.

Interfaces had to remain readable on large screens and usable in narrow areas.

The diagrams below show how spatial constraints influenced the UX

/Interaction distance for large public screens

Some interaction points were placed in areas with limited visibility, narrow passages, or high visitor traffic.

To reduce the risk of missed steps or blocking the flow, navigation cues were added, entry points were made more visible, and onboarding was simplified

/Physical constraints affecting interaction design

Key design decisions

  • No staff guidance was available, so navigation hints and maps were added across mobile, touchscreen, and printed materials.

  • Interfaces were designed for a crowded public space, with minimal UI, clear text, and fast interactions.

  • Mobile and touchscreen shared the same content but required different layouts due to screen size and viewing distance.

  • Hardware and performance limits required lightweight media.

  • The AI booth included retry and error handling to support self-service use

Visual system / branding

The visual system followed strict brand guidelines while fitting a dark exhibition space.

UI was adapted for different devices while staying consistent and readable on large screens.

The design balanced client’s brand rules with usability

/renders. 1-wardrobe. 2-stairs. 3-halls

Delivery under deadline

The project was delivered in 6 weeks, including design, development, and hardware setup.

Mobile, touchscreen, and AI booth were built in parallel.

Some decisions were refined after launch due to limited testing time

Week 1

UX+concept

Week 2

UX+UI

Week 3

UI+AI templates

Week 4

AI templates+DEV

Week 5

fixes

Week 6

tests+launch

...and to be honest:

Week 7

fixes...and new AI templates

Reflection

Working on this project reinforced how strongly physical space influences UX decisions.

Because the quest had to be completed step by step, navigation needed to stay very clear to prevent visitors from missing interaction points.

Designing across mobile, touchscreen, and a AI booth required keeping the experience consistent, even when the same interaction had to be adapted for different screens.

The tight timeline also required making decisions quickly and validating them in real conditions rather than through a full design cycle.

Next time I would simplify content layouts earlier to keep interaction focus clear

Β© 2026

Last update: March, 2026

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