Interactive route for Perm gallery

I led UX/UI and experience design for an interactive installation including mobile, touchscreen, and an AI-powered photo booth, delivered in 6 weeks, live on opening day

Role: UX/UI Designer

Timeline: 6 weeks

Platforms: Mobile / Touchscreen / AI-photo stand

Context

The project was a brand activation inside a museum gallery, structured as a quest across three floors.

Visitors completed a story-based quest, moving between interaction points across the gallery.

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

My role

I owned the full UX/UI direction: experience concept, spatial flow, UX flows across all three platforms, UI design and brand adaptation, AI photo templates, developer coordination, and client presentations

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-generated photos downloaded

6 weeks

to deliver

Experience concept

The quest connected physical space and digital interaction into one continuous flow:

/Experience flow

leaflet or stand with QR
↓
Start quest on mobile
↓
Touchscreen with Exploration full quest content
↓
AI booth with Generating ai-images

Each device had a distinct role:

  • mobile handled navigation and quest progression,

  • the touchscreen duplicated a quest' content on large-format screen,

  • and the AI booth delivered the personalized final output.

The challenge was keeping the experience coherent as users physically moved between floors and switched devices.

Visitor journey

The experience was designed as a continuous flow across physical space and three digital surfaces.

Each stage had a specific role: entry, navigation, exploration, depth, personalization, takeaway.

/Visitor journey map

stage

Arrive

Start quest

Explore gallery Γ—5

Touchscreen

AI photo booth

Download

place

the lobby

the lobby

first floor

second floor

second floor

the lobby

the lobby

Actions

Enter museum

Scan QR points

Onboarding

View content

Scan QR points

View content

Browse full story on a big screen

Take a photo and see generated image

Scan QR on the booth with mobile

Touchpoint

Leaflet

QR stand

Showreel above wardrobe

Mobile + QR stands

Mobile + QR stands

Horizontal 55" screen

Photo booth

Photo booth with QR

Mobile

Physical Immersion

How do we want people to move through and interact with the space?

Three signals designed to pull attention before the visitor decides to engage: leaflet to take, stand to notice, screen to watch

First QR stand placed at eye level in the lobby so the entry point is impossible to miss without staff direction

Movement across floors designed as part of the quest logic

Large screen placed to catch visitors who missed points. A second chance to complete the story without backtracking

Fixed standing position with framed capture zone

Visitor leaves the booth but keeps the experience on their phone

Psychological Immersion

How do we want people to feel and think about the story?

Trigger "something is happening here" before any text is read

Clear single goal delivered in onboarding: scan, follow, finish. Desire to complete drives the whole quest loop

Incomplete information of the quest journey: enough to create curiosity, not enough to satisfy it until the next stop

A payoff for exploration. Visitors who completed the quest see the full picture; those who didn't get a second entry

Visitor becomes a character from the story they just experienced

Designed to feel like ownership of a generated artifact tied to the specific story they completed

Ontological Immersion

How do we want people to connect the story to their own life?

///

///

Visitor sees the actual location the story describes. Window view designed as a moment where the story and the real place visually overlap

///

Visitor's face placed inside the historical narrative

///

Social/Empathic Immersion

How do we want people to connect with each other?

///

///

If visitors come together, they can help each other to find the next QR stand

///

Photo designed as a shareable object, the output format (generated image, not a selfie) gives people a reason to show others

The downloaded image travels outside the museum. The social moment happens after the visit, not during

stage

Arrive

Start quest

Explore gallery Γ—5

Touchscreen

AI photo booth

Download

place

the lobby

the lobby

first floor

second floor

second floor

the lobby

the lobby

Actions

Enter museum

Scan QR points

Onboarding

View content

Scan QR points

View content

Browse full story on a big screen

Take a photo and see generated image

Scan QR on the booth with mobile

Touchpoint

Leaflet

QR stand

Showreel above wardrobe

Mobile + QR stands

Mobile + QR stands

Horizontal 55" screen

Photo booth

Photo booth with QR

Mobile

Physical Immersion

How do we want people to move through and interact with the space?

Three signals designed to pull attention before the visitor decides to engage: leaflet to take, stand to notice, screen to watch

First QR stand placed at eye level in the lobby so the entry point is impossible to miss without staff direction

Movement across floors designed as part of the quest logic

Large screen placed to catch visitors who missed points. A second chance to complete the story without backtracking

Fixed standing position with framed capture zone

Visitor leaves the booth but keeps the experience on their phone

Psychological Immersion

How do we want people to feel and think about the story?

Trigger "something is happening here" before any text is read

Clear single goal delivered in onboarding: scan, follow, finish. Desire to complete drives the whole quest loop

Incomplete information of the quest journey: enough to create curiosity, not enough to satisfy it until the next stop

A payoff for exploration. Visitors who completed the quest see the full picture; those who didn't get a second entry

Visitor becomes a character from the story they just experienced

Designed to feel like ownership of a generated artifact tied to the specific story they completed

Ontological Immersion

How do we want people to connect the story to their own life?

///

///

Visitor sees the actual location the story describes. Window view designed as a moment where the story and the real place visually overlap

///

Visitor's face placed inside the historical narrative

///

Social/Empathic Immersion

How do we want people to connect with each other?

///

///

If visitors come together, they can help each other to find the next QR stand

///

Photo designed as a shareable object, the output format (generated image, not a selfie) gives people a reason to show others

The downloaded image travels outside the museum. The social moment happens after the visit, not during

The quest structure meant visitors had to physically move between floors to progress. Navigation clarity was a core design problem, not a secondary concern.

Platform Breakdown

The experience ran across three surfaces. Each had a distinct role and required different design logic.

/DEVICE ROLE DIAGRAM

Mobile β†’ Touchscreen β†’ AI Booth β†’ Mobile

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

Mobile: navigation and quest progression

Mobile was the thread connecting the entire experience. Visitors entered via QR scan and followed a fixed sequence across 5 stops.

The UI has minimal elements and contextual onboarding so each step could be understood without reading instructions.

A map and navigation hints were added after early review showed risk of visitors missing floors.

Touchscreen: large-format quest

The 55" horizontal screen showed the same quest content adapted for distance viewing.

Layout logic changed completely: controls in a reachable zone, text scaled for 0.7–1m viewing distance, media optimized for hardware performance.

AI booth: personalized final output

The booth was the most complex interaction β€” combining physical capture with AI generation in a public space with no operator. The flow was designed as a short linear sequence:

/AI booth flow

choose character and era β†’ capture β†’ generate β†’ preview β†’ download via QR

No branching, no ambiguity. Result delivered to mobile so the booth stayed clear for the next visitor.

Templates were predefined to ensure stable output and pass museum content approval.

/AI generated templates

Designing for physical space

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

/ai photo booth in reality

/touch screen in reality

/designed QR stand #1

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.

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: August, 2026