Maritime A R
Museum Experience


H. Lee White
Maritime Museum

My role

Researcher, UI UX designer, Visual design, Usability expert


Five months


Figma, photoshop,
Illustrator, Zeplin, Cospace
Image representation of Maritime Museum website responsive UI mockup

The H. Lee White Maritime Museum is a nonprofit dedicated to educating the community on the history associated with the Oswego River and its drainage basin, the Oswego Canal, and Lake Ontario.

About Project

The Project aim is to make the museum more accessible and engaging by providing interactive exhibits and learning opportunities, using Augmented and Virtual reality technology.

Problem Statement

Due to the COVID-19 pandemic, the museum has experienced a significant decrease in footfall, resulting in a loss of its former glory.

My Contribution

I played a multifaceted role, contributing to both the Website
and Virtual Reality/Augmented Reality exhibit experience.

Project Management

In our project, we followed the Agile Scrum methodology, dividing the design & development process into sprints of 15 days each.



  • User interviews
  • Surveys


  • Identified Key challenges
  • User Groups - Personas
  • Identified user needs and
    pain points


  • User interviews
  • Site map


  • Low-fidelity prototype
  • Style guide
  • High fidelity prototype

Usability Testing

  • Designed usability study.
  • Executed the testing.


User Interviews
and Surveys

Interviews and surveys proved to be useful tools in evaluating the proposed solution to the problem statement. Through these methods, we were able to identify the challenges and the areas that require prioritization in the design process.


of college students are no longer interested in visiting museums in person after COVID-19 pandemic.


People are interested in learning about artifacts virtually, which is engaging and interactive way.


Of the college students have never experienced a virtual museum before.


And above user required visual cues and detailed guidelines to interact in virtual environment.



  • Accessible: Making the museum accessible to a wider audience.
  • Technology limitations: Ensuring that the technology used is reliable, and user-friendly.
  • Content: Create historically accurate and engaging content that appeals to diverse visitor interests.
  • Cost-effectiveness: Ensure cost-effective and sustainable implementation of new technology and content creation.

User Groups -

Student image

Primary user: Students
Individuals or groups of students who seek a combination of education and entertainment.

User Needs:

  • Student require relevant, useful, and engaging historical information in an interactive format.
  • A fun and interactive educational experience for students, incorporating games and other activities.
  • Access to accurate and comprehensive historical information, interactive and engaging exhibits, and a user-friendly and seamless virtual experience.

Pain Points:

  • Difficulty in finding information relevant to their area of study, lack of engagement opportunities.
  • Visiting a museum in person takes up a significant amount of time in a student's day schedule.
History Enthusiasts

Secondary user: History Enthusiasts
Individuals who are passionate about history of Oswego and Lake Ontario as part of their travel experience and seek detailed and in-depth information about historical artifacts and events.

User Needs:

  • I need a comprehensive and authentic experience that provides insight into the history of Oswego and Lake Ontario.
  • Deeper understanding of complex historical concepts and events through interactive exhibits and visualizations
  • Personalized museum experience that caters to their interests and preferences

Pain Points:

  • Lack of accessibility to historical artifacts and events due to geographical, financial, or physical limitations
  • Personalized museum experience that caters to their interests and preferences

Ideation Process

User Flow

To initiate the ideation process for the website, I started creating user flow diagrams to gain a comprehensive understanding of the path’s users will take. The aim was to map out the user's journey from start to finish and identify essential features and functionalities required to create an optimal user experience.

User Flow Diagram

Site Map

After gaining a clear understanding of the user journey with the help of user flow. I created a site map to effectively organize website pages based on the user journey and ensure logical and user-friendly content structure.

Site Map Diagram



I initiated my design process in a traditional manner by sketching various User Interface (UI) options for the website. The website comprises five key pages, namely the landing page, in-person exhibit page, virtual exhibit page, videos page, and an about page. Based on user research, I anticipated that visitors would primarily access the in-person and virtual exhibit pages to view the maritime museum exhibits.

Low-Fidelity Prototype Home Page
Low-Fidelity Prototype In person
Low-Fidelity Prototype VR View
Low-Fidelity Prototype VR view oculus selection
Low-Fidelity Prototype AR view
Low-Fidelity Prototype others
Low-Fidelity Prototype About
Low-Fidelity Prototype Videos

Design System

To ensure consistency and accessibility in the design of the website, I created a design system based on the museum existing style guide. The design system includes guidelines for layouts, color, font sizes, shapes, icons, and navigations, meeting the WCAG guidelines for web accessibility. This ensured that the website and exhibits were accessible to all users, including those with disabilities, and provided an engaging and inclusive user experience.

Maritime Design System

Interactive Mockups

Developing low-fidelity prototypes and a design system proved highly beneficial in my efforts to deliver a visually captivating and aesthetically pleasing experience to visitors exploring the Maritime AR museum. Additionally, high-fidelity prototypes enabled me to evaluate and refine the website's user experience in the VR environment, ensuring seamless navigation and optimal interactivity.

High-Fidelity Prototype Home PageHigh-Fidelity Prototype VR view and selection of other devices
High-Fidelity Prototype VR PageHigh-Fidelity Prototype videos page
High-Fidelity Prototype VR view and selection of Oculus quest 2
High-Fidelity Prototype About page

Usability Testing

Evaluated the Usability
of the website along with
the VR Exhibits

I conducted a comprehensive usability testing experiment to evaluate users' ability to navigate a virtual reality maritime museum and access exhibits using information provided on the website. The experiment involved setting up the Oculus Quest 2 VR headset, opening the museum website, accessing VR exhibits listed on the site, completing the tasks in the VR environment, and measuring overall user satisfaction.

User participating in usability study

usability test Insights


of the users were able to navigate to the VR environment successfully without requiring any assistance or guidance.


of the users are unable to complete the tasks in the VR environment with help of written instruction


of the users felt dizziness interacting in the Virtual environment for more than 15 minutes.


of the users felt that they could have completed the tasks much faster if they had more visual clues in the VR environment.

VR exhibits visual cues screen

Overall, the usability testing experiment was a crucial step in ensuring that the virtual reality maritime museum provides an optimal user experience, where users can effortlessly explore the exhibits, learn about historical artifacts and events, and enjoy an immersive and engaging museum experience. The refined User Experience helped to make the virtual reality museum more interactive, informative, and enjoyable for visitors, ultimately enhancing their overall experience.


My Learnings
from the project

  • The importance of conducting usability testing to evaluate user experience and identify areas for improvement.
  • As a UX designer, it is important to create an experience that is intuitive and easy to use, especially in a virtual reality environment. Providing relevant visual clues can help guide users through tasks and increase their engagement with the VR experience. Additionally, without visual cues, users may feel disoriented or overwhelmed, leading to a loss of interest or even motion sickness

  • One of the most critical learnings for the project is how to address a problem statement and validate the multiple proposed solutions effectively.
  • Most importantly, I've realized the importance of being a good team player when working with people from diverse ethnic backgrounds. This involves being open-minded, respectful, and willing to listen to different perspectives and ideas.