UX Research
Overview
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Background
MuseBot is an interactive platform that enables remote users to explore museum spaces through a telepresence robot. By connecting via digital devices, users can engage with museum visitors and staff in real-time using video, audio, and live comments.
This platform addresses the challenges faced by museum enthusiasts who encounter physical, geographical, or financial barriers, offering them an immersive and inclusive way to participate in the museum experience.
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Research Goals
We want to investigate the needs and expectations of remote users and museum stakeholders so that we can design a platform that delivers an engaging and inclusive telepresence experience.
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Methodologies
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Secondary Research
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User interviews
Secondary Research
What do I already know?
Telepresence robots offer opportunities for museums, including enhancing accessibility and engagement for visitors. They also provide avenues for greater inclusivity for those with disability
What do I not know?
I don’t know how many people use this technology or how they feel about it
What does success look like?
Increasing remote museum visits through the use of a telepresence robot
User Interviews
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Overview
To better understand user needs and expectations, we conducted interviews with 10 target participants, including remote museum enthusiasts, museum staff, and frequent visitors. Their responses were organised into key themes to identify patterns and insights for designing an engaging and inclusive telepresence experience.
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Affinity Mapping
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User Needs
“It’s important for me to see exhibits clearly and hear everything well.”
“I’d love the ability to ask staff or guides questions in real time.”
“I’d like the option to focus on specific exhibits that interest me most.”
“I want to feel like I’m really part of the museum environment.”
2. Technical Features
“The platform should be easy to use, even for non-tech-savvy people.”
“There should be minimal delays in video or audio feeds.”
“I’d like to control the robot’s movement intuitively.”
“The controls should be intuitive, like using a joystick or touch gestures.”
3. Social Interaction
“It would be great to connect with other visitors during the experience.”
“It’s important to have real-time communication with staff or guides.”
“I want to feel like I’m part of the group, even if I’m not there physically.”
“Talking to other visitors would make the experience more enjoyable.”
4. Barriers and Concerns
“I’m worried about privacy—will others hear or see me?”
“The robot shouldn’t interfere with the experience of physical visitors.”
“What happens if I lose connection midway?”
Research Findings
Immersive Experience
Quick, easy to use features
Social Interaction
Strong data security
Ease of Use
Feel more in control
Accessibility
Busy schedules and overwhelm
Persona

Daniel Perkins
65 year old male from Sydney
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Age: 65
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Gender: Male
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Occupation: Retired Historical Professor
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Interest: Military enthusiast
Skills
Adaptability
Interpersonal skills
Bio
Daniel, a 65-year-old male from Sydney, is a retired History Professor who has a passion for military history. Despite facing disabilities, Daniel remains an extroverted and kind individual, eager to share his knowledge and enthusiasm with others. Now retired, he continues to pursue his interests in military history, engaging with fellow enthusiasts and sharing his expertise. Daniel's extroverted nature and passion for his subject make him a delightful presence in any discussion or gathering related to history and military affairs.
Goals
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Seeks detailed information about exhibits
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Feel connected to the museum space
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A user-friendly interface
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Communication with museum staff or visitors
Frustrations
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Inability to engage with museum exhibitions and artefacts remotely
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Inability to continue pursuing his passion for history despite his limited mobility
User Journey
Discovering new exhibition:
Daniel visits his favourite museum's website and learns about a new exhibition that piques his interest. He reads about the exhibition, its theme, and the artefacts on display.
“I wonder if I can learn more about this exhibition...”
Exploring online resources:
Intrigued by the exhibition, Daniel explores the museum's online resources, such as virtual tours, videos, and articles, to get a better understanding of the exhibition and its artifacts.
“Oh there are some online resources!”
Attending virtual events:
Daniel participates in virtual events related to the exhibition, such as curator talks, panel discussions, and guided tours conducted over video calls or webinars.
“I guess I’ll have to wait for the next webinar...”
Engaging with museum staff:
Throughout his exploration, Daniel interacts with museum staff through email, phone calls, or online chats to ask questions, share his thoughts, and learn more about the exhibition from experts.
“I’ll email staff and hope they respond soon.”
OPPORTUNITIES
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Provide real-time exploration of the exhibition
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Make a more immersive experience
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Engage and interact with staff more easily
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Increase sense of community and shared experience with other visitors
UX Design
Prioritisation
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Project Goals
While the museum's business goals primarily focused on reaching a broader audience, I had a deeper understanding of user needs and was able to identify areas where these goals aligned.
Business Goals
Project Goals
User Goals
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Features Roadmap
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Information Architecture
Primary Navigation
Secondary Navigation
Tertiary Navigation
HOME /
TOURS
Menu
Search
About MuseBot
Downloads
Settings
Help
Logout
Tours
Controls
Move Me
Look Around
Help
Tour Info
Robot Help
Exit Tour
Report a Problem
FAQ
Route
Route
Level
Zoom In/Out
Galleries
List of Galleries
Route
Add to Favourites
Favourites
Add Item
User Flows
I've created user flows for the key user experiences on the application to illustrate how users navigate through the app to achieve their goals effectively. These flows highlight the primary interactions, touch points, and decision-making pathways, ensuring a seamless and intuitive experience for the target audience.
Legend
START /
END
USER DECISION
PAGE
USER ACTION
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User Flow #1 - Taking a Virtual Tour. The user selects and takes one of the virtual tours on offer via the app.
Home
Select a virtual tour
Welcome to Tour popup
Close popup
Live Tour page
Learn how to control
Read more about the tour
Move
around
Look around
Explore the exhibit
Robot Help page
Tour Info page
Favourite tour
Exit tour
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User Flow #2 - Explore Museum Layout and Tour Routes. Users can access the Route tab to view the museum's layout, including exhibit locations and available tour routes.
Home
View Route Page and explore museum
Route page
Change level
Level 2 Route page
Zoom
In
End flow
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User Flow #3 - Search Galleries and Discover Routes. Users can browse through the museum's galleries, locate their chosen gallery on the map, and save it to their favourites for easy access.
Home
Explore museum Galleries
Galleries page
Select Africa Gallery
Stories of Africa page
Read Gallery information
Locate Gallery on map
Select map icon
View route to Gallery
Select heart icon
Save Gallery to favourites
End flow
Wireframes
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Low-fidelity Sketch
I started by sketching key-screens. Homepage; Live Tour; Tour Info page; Museum Map page.
Creating low-fidelity wireframes enabled me to define each step, screen, and action in greater detail. This process also prompted me to consider the hierarchy of elements that make up the entire page.

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Mid-fidelity Wireframes
In the mid-fidelity phase, I refined and enhanced each screen while envisioning the platform's potential appearance. This stage also allowed me to establish layouts and grids, optimising certain screens for a desktop viewport.

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High-fidelity Wireframes
In the high-fidelity phase, I transformed wireframes into polished, interactive designs, focusing on visual hierarchy, branding, and accessibility. I refined UI components, typography, and colour schemes to ensure a cohesive and intuitive experience. This stage also involved creating interactive prototypes to test user flows and gather feedback for further iteration.

UI Design
Brand Identity
For the MuseumBot logo, I chose a clean and minimalist design featuring a stylised robot face. This approach conveys a sense of approachability and modernity while emphasising the tech-driven nature of the brand. The simplified facial features ensure the logo remains recognisable and versatile across various applications.



UI Components
At this stage, I defined the elements for my high-fidelity wireframes. I began with the color palette and typography, then designed buttons, cards, modal templates, and developed a custom set of icons.
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Colours
Using these colours evoke a sense of calmness, positivity, and balance, which are essential elements in promoting mental well-being.
PRIMARY
BACKGROUND
#75A1AF
#543287
#D7AC4D
#A13986
#0E6E6A
#93695B
#000000
#1F2125
#FFFFFF
SECONDARY
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Typography
H1
Headline 1
H2
Headline 2
H3
Headline 3
H4
Body
H5
Subtitle
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Icons
BUTTONS
THUMBNAILS
DROP-DOWN MENU



MENU

NAV BAR

SLIDE MENU
ICONS

High-fidelity key screens










Prototype

Key Takeaways
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Challenge
- Understanding the technical limitations of telepresence robots.
- Ensuring a seamless museum user experience for remote users.
- Considering factors such as internet connectivity, audio and video quality, and robot navigation within the museum space.
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Lessons Learned
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Importance of conducting thorough user research to understand the needs and expectations of our target users.
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Value of prototyping and testing my designs iteratively to identify and address potential issues.
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The value of a well-structured UI library built with reusable components, variants, and frames.