MCD Graduation Project · 2024

Muse.
AR

Augmented Virtual Gallery

View Full Project

Transforming how art is experienced — bringing the gallery directly to users, enabling them to explore and interact with digital artworks seamlessly through Augmented Reality.

Role UI/UX · 3D Space · AR Development
Platform Android Application
Stack Figma · Unity · Blender · ARCore · Android Studio
Year 2024 — Dept. of MCD Graduation Project

01 ——— Overview

Why
museAR?

"Traditional degree shows and static online galleries fail to fully capture the depth, interactivity, and immersive experience of digital artworks."

There is a growing need for an innovative platform that provides a more engaging and immersive presentation of student work — one that communicates context and intent behind each project, facilitating a deeper connection between audience and artwork.

84%
Envision AR as the ideal museum or gallery experience
91%
Believe an AR art showcase app would be helpful
41%
Very interested in showcasing art via AR exhibition
34
Survey respondents — industry professionals, students, artists

02 ——— Design Process

From Research
to Reality

01Research Secondary research, user surveys (N=34), existing app analysis, immersive technology landscape study.
02Conceptualization User personas, pain point analysis, SWOT framework, user flow mapping across all app states.
03Branding Logo design (M + museum column), Glancyr typography, cyan-dominant color palette, design guide.
04Spatial Design 3D gallery modelling in Blender with mannequin height reference. Circular atrium layout, corridor, lighting.
05UI Design Wireframes progressed low → mid → high fidelity in Figma covering onboarding, home, profiles, and gallery.
06AR Implementation Figma Bridge import to Unity. AR Foundation scripting, horizontal plane detection, hotspot interactions.
07Build & Test APK generation via Android Studio. Multiple device testing in open areas. Feedback-driven iteration.

03 ——— Key Features

What museAR
Delivers

🏛

Virtual 3D Gallery

A fully modelled immersive gallery space built in Blender and rendered in Unity, experienced in AR through the phone camera.

📡

AR Foundation + ARCore

Precise horizontal plane detection and world-anchored artwork display using Google ARCore XR Plugin for Android.

🧑‍🎨

Student Portfolios

Dedicated profile pages per student — artworks, resume, and portfolio unified in one accessible interface.

🔍

Artwork Discovery Feed

Home and gallery views enabling exploration of diverse digital artworks from the entire design department.

🔐

Auth System

Sign in / Sign up flows with email, password, and Google Login — clean, accessible, and role-aware.

Invisible Hotspots

Interactive trigger areas within the AR space allow navigation while maintaining full immersion — game-like in feel.

04 ——— Design System

Brand &
Identity

Typography

Aa

Glancyr — primary typeface. Associated with liveliness, youth and energy.

Colour Palette

Cyan as dominant brand color. White, grey, black and orange for contrast and vibrancy.

Logo System

M + 🏛 = museAR

Letter M merged with a museum column icon. Name: muse (Museum) + AR (Augmented Reality).

Wireframe Progression

Low Fidelity
Mid Fidelity
High Fidelity

App Screens

OnboardingSplash · brand entry
Sign In / Sign UpEmail · Google auth
Home FeedArtwork discovery
My ProfileUpload · Portfolio
Student ProfileResume · Works
Inside Gallery (AR)Camera · 3D space

Target Audience

Students, artists, designers and professionals — age 18–40 — to established art enthusiasts & collectors.

05 ——— Technical

Under the
Hood

Figma + Figma BridgeUI Design → Unity import
Unity3D scene + AR runtime
BlenderGallery 3D modelling
AR FoundationUnity AR package
Google ARCore XRAndroid AR support
Android Studio + JDKAPK build pipeline
VS CodeScripting & logic
Adobe PhotoshopAsset & texture work
01Design UI in Figma through low, mid, and high fidelity wireframes across all screens.
02Set up UI and 3D scene in Unity via Figma Bridge — merging digital UI with spatial design.
03Script interactions in VS Code & Android Studio — plane detection, hotspots, transitions.
04Generate the Android Application Package (APK) via Android Studio build pipeline.
05Test on multiple Android devices in open areas — iterative feedback and refinement.
06Final polish and application delivery.

Hardware

Development: i5+ · 16GB RAM · 1TB SSD. Testing: high-performing Android device with ample storage.

06 ——— Learning Outcomes

What Was
Achieved

01
Immersive Technology Mastery
Deep understanding of AR, VR, MR, and XR — their differences, use cases, and SDK ecosystems for content development.
02
Technical AR Scripting
Learned to script for AR, implement horizontal plane detection, import Figma UI into Unity, add interactions, and build production APKs.
03
UX Research Methods
Understood how surveys, user personas, pain point analysis, and depth research are essential for creating effective UX design.
04
3D Production Pipeline
End-to-end 3D pipeline from Blender modelling to Unity scene setup, asset optimisation, and real-world AR deployment.

07 ——— Reflection

Future, Limits
& Conclusion

Future Scope

  • Multiple gallery spaces with varied environments
  • Improved space, texture, and lighting quality
  • More interactive elements and animations
  • iOS, VR headset & Apple Vision Pro builds
  • Invisible buttons for game-like AR navigation
  • Large-scale user data collection and analysis

Limitations

  • Demands a high-performing device with large storage
  • Low light and enclosed spaces reduce AR effectiveness
  • Display visibility issues in direct sunlight
  • Interactions require further optimisation

Conclusion

  • AR, VR, MR & XR demonstrate clear potential in enhancing art experiences
  • Virtual gallery with AR can be a game changer for the design industry
  • These technologies can revolutionise the traditional gallery visit
  • A high-performing Android device is essential to fully realise AR benefits