该项目目前仅提供英文版本。

2026

Designing Walk-up XR for Real-World Environments

Using museums as a real-world testbed for making spatial XR easier to design, learn, and use.

Interaction DesignHCIXR / ARCultural Heritage

Overview

As XR technology becomes more mature, the challenge is no longer only making the technology work, but making it understandable and usable in real-world settings.

Museums became my main testbed for this problem: visitors are often first-time HMD users, while creators need interaction designs that work across different exhibits, spaces, and visitor situations.

Designing for Real Environments

I design and develop working XR prototypes around the characteristics of physical environments, including spatial layout, exhibits, visitor movement, and device constraints.

Step-in Circle interaction

The prototypes explore how first-time users can understand where to go, what to look at, and how to interact without prior training.

Exhibit-linked AR content

I then use these prototypes in real settings to study how interaction design performs outside controlled laboratory conditions.

AR interaction controls

In the Field

The prototypes were developed, deployed, and evaluated with museum visitors in real exhibition environments in Germany and Portugal.

Field deployment in Germany

Senckenberg Natural History Museum, Frankfurt am Main, Germany.

Field deployment in Portugal

Natural History Museum of Funchal, Madeira, Portugal.

My Role

I develop XR prototypes for real environments and use field deployment and user evaluation to derive interaction design knowledge.

  • Interaction design and XR prototyping
  • Real-world deployment and iteration
  • UX and interaction evaluation
  • Translating observations into reusable design knowledge

Broader Goal

Museums are the main application context in this work, but the broader goal is to understand how spatial XR interaction can become easier to design, learn, and use across real-world environments.