Collaborative UX & Interaction Design · Concept & prototype · 2026

PathMuse

Plan a museum route around what you want to see.

Using the British Museum as our research setting, PathMuse explores how visitors could collect exhibitions and objects, form a personal route, find guidance through physical touchpoints, and keep a record of their visit.

My contribution

I proposed the “Shopping Cart for Culture” concept, refined the spatial map layers used for route design, and designed, built and iterated physical touchpoint prototypes.

I also contributed to the early visual direction, with elements of my early design work carried through into the team’s interface. For the concept film, I wrote the script, developed the storyboard and produced the section introducing the museum context, the wayfinding problem and the PathMuse concept.

PathMuse startup screen with architectural lines
Team interface prototype · Startup screen

Project Concept Film

Concept film · Team wayfinding proposal

The film connects the visit through interface and scenario demonstrations, with selected reference footage.

Field Research & Design Opportunities

Where does finding a gallery stop being enough?

Museum observation, visitor shadowing tasks, map and signage analysis, six interviews with visitors unfamiliar with the museum, and workshop synthesis.

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Visitor consulting information at a gallery entrance during museum fieldwork
Following a destination-search task
Visitor checking a tall directional sign in the British Museum Great Court
Checking direction in the Great Court

A room number does not identify an object

In the Egyptian Cat search task, an online location reference did not lead to the expected object. Gallery-level directions left the specific display uncertain.

Design response: make selected objects and gallery references visible within the route.

Direction needs confirming along the way

Shadowing recorded hesitation where room-number signs were discontinuous or hard to see. Interviews also raised the need for more maps and clearer cues.

Design response: combine digital guidance with recognisable landmarks and known touchpoints.

A personal route starts with a choice

Interviews described different visit priorities, language needs and time constraints.

Design response: let visitors collect what they want to see; the visit record is my concept response to remembering that journey.

Shadowing tasks included finding an Egyptian Cat object and a restroom.

From Selection to Visit Record

Turn a list of things to see into a journey worth keeping.

I proposed “Shopping Cart for Culture”: visitors collect exhibitions and objects they want to see, then turn the list into a personal route. At the end, they review their exploration and photographs.

Workshop notes arranged inside a shopping cart outline
Workshop synthesis · The cultural shopping-cart idea
  1. Select / Collect
  2. Personal route
  3. Digital guidance
  4. On-site confirmation
  5. Visit record

Team interface prototype

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Selection interface showing Egypt added to the visit list
01 · Choose what to see

Add galleries of interest to the visit list, then generate a personal route.

Complete personalised Egypt route result, with route and destination visible
02 · Follow a personal route

The map links the starting point, selected gallery and landmark cues.

Complete Explore Egypt arrival interface with cat cue and gallery actions
03 · Explore the gallery

The arrival cue brings together gallery identification, more information, photography and the next stop.

End of the journey

A Record of the Visit

The visit summary brings together the gallery sequence and photographs, with an option to save them as a record of the visit.

Visit summary prototype with gallery sequence, photographs and Save Images to device
Visit summary · Team interface prototype

Mapping for Object-Level Wayfinding

Give the route an editable spatial foundation.

Drawing on the public floor plan and location references, I created a more detailed, editable spatial layer showing gallery areas and approximate display-case positions. The team then used this version as the basis for further map updates, route design and gallery-highlighting exploration.

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Full reference floor map, including room numbers and legend
Reference map · Public museum floor plan
Complete reconstructed design map with gallery areas and possible display positions
Reconstructed design layer · Estimated positions
References and Reconstruction Method
Existing guide screenshot showing object and gallery positions
Existing guide · Location reference

The public floor plan provides the overall layout; the existing guide provides object-location references. I used them to refine the editable design layer, retaining the estimated nature of display positions.

Exploring Route Readability

The team compared the same gallery colour, a darker tone from the same colour family, and neutral black. I supported the comparison by examining whether the route remained distinguishable while relating to the selected exhibition.

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Route comparison: A · Darker tone from the same colour family
A · Darker tone from the same colour family
Route comparison: B · Same gallery colour
B · Same gallery colour
Route comparison: C · Neutral black
C · Neutral black

Feedback from this exploratory comparison favoured the darker shade within the gallery’s colour family. It retained the link to the gallery while making the route easier to distinguish. This informed further design exploration rather than validating a general result.

Methods and scope (n=1)

One participant compared A (darker shade), B (same gallery colour) and C (neutral black), then followed a simulated route on campus on 17 April 2026.

Connecting Digital Guidance with Physical Landmarks

How can a visitor connect a screen direction with the place in front of them?

Egyptian Cat · A recognisable gallery cue

The interface uses cat imagery to identify the Egyptian gallery, while the physical touchpoint explores a related form as an on-site cue.

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Cat imagery used to identify the Egyptian gallery
Cat visual cue · Team interface material
Detail showing Explore Egypt and the cat recognition cue
Arrival cue · Interface detail
Render of the simplified cat-head enclosure
Cat enclosure · My design render

Moai Landmark and NFC Marker

I used the Moai form to develop a slim NFC marker, exploring a recognisable physical cue at a known location.

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Moai statue reference with a long face and prominent nose
Reference object · Moai
Black-and-white Moai landmark graphic with recognisable facial features
Moai landmark graphic · Team map cue
Render of a thin Moai-shaped NFC marker
NFC marker · My design render

01 / ESP32

A container for proximity feedback

A deeper enclosure accommodates the board and access points to explore relative proximity and distance feedback.

02 / NFC

A thin marker at a known position

A thin NFC tag can sit behind the marker. Tapping a known point explores location confirmation and a connection to gallery information.

Simplify the form to make room for hardware and fabrication

I moved from a complete cat figure to a flatter cat-head enclosure. This reduced size and material use while leaving room for the board, USB access and wall thickness.

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Earlier complete cat model shown in a modelling view
Earlier full cat form · Modelling screenshot
Simplified 3D printed cat-head prototype held in a hand
Simplified cat-head form · Physical prototype

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ESP32 board placed in the printed enclosure with a USB cable
Board fitting and access · Prototype assembly
Thin 3D printed NFC marker held in a hand
Thin NFC landmark · Physical prototype

Exploring Scale and Assembly

The PLA prints provide physical evidence of form and board fitting. On-site recognition, material durability and public mounting conditions still need testing.

Evaluation & Next Steps

What the evidence supports, and what comes next.

Explored in this project

  • Field research informed object finding and repeated direction cues.
  • The exploratory route comparison informed colour separation and destination association.
  • Printed samples provide physical evidence of form and assembly; on-site recognition and long-term use still need testing.
  • Team interfaces and the concept film explain the intended journey from selection to review.

Next to validate

  • Run complete visitor tasks inside the museum.
  • Further integrate interface, physical cues, route guidance and visit records.
  • Test with more visitors and a wider range of language, access and time needs.
  • Evaluate mounting, materials and use conditions in public spaces.

For me, the key lesson was to make each part of the journey legible: what to choose, where to go, how to recognise the place, and what to remember afterwards. The next step is to test these parts together through real visitor tasks.

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