SENSORY · project cover

ACCESSIBILITY · INTERACTION DESIGN / 2026

SENSORY

Access information, personal preferences and support throughout a museum visit.

MY ROLE

Desk research, visit flows, interface design and accessibility considerations.

CONTEXT

Independent concept · Interactive prototype
35 core screens · full museum visit flow · co-design next

The experience at a glance
  1. Anticipate

    Check the conditions

  2. Adjust

    Set preferences

  3. Navigate

    Find the route

  4. Get support

    Contact the team

One connected visit
Before and during
Desk research
Concept
With visitors and teams
To be tested
Context and design decisions

PROJECT OVERVIEW

01 / PROBLEM

Museum access information is often fragmented or missing before a visit.

02 / RESPONSE

Bring conditions, preferences, wayfinding and support into one continuous flow.

03 / STATUS

35 core screens. Co-design and usability testing with disabled visitors are next.

KEY DESIGN DECISIONS

Conditions before preferences

Show room conditions before asking people to set preferences.

Unknown stays visible

If information is missing, say so.

One connected visit

Keep preparation, guidance and support in the same flow.

TOOLS
Figma · Interactive prototyping
WHAT I MADE
A connected museum journey: preparation, room conditions, guidance and support.
EVIDENCE & STATUS
Public data research and a prototype. Collaborative design with disabled visitors is still to be done.
THE STARTING POINT

Access starts earlier

Plan the visit, preview room conditions and keep support within reach.

Read the thinking
The challenge

A visit starts before the entrance

SENSORY is an independent mobile concept for checking access information, setting preferences and requesting support during museum visits. Access questions begin before arrival, but information can be fragmented, difficult to compare or missing.

The response brings preparation, guidance and support into one flow. Visitors can preview conditions, save their preferences and plan a route before they arrive. The same information and controls remain available inside the museum.

Desk research

Context matters. So does its source

Public data helped frame the problem. WHO reports that one in six people worldwide lives with significant disability. The UK DCMS Community & Engagement Survey 2025/26 reports a seven percentage point gap in physical museum engagement between disabled and adults without disabilities in England.

Digital museum engagement in the same survey was 15% for disabled respondents and 16% for respondents without disabilities. Additional WHO context includes 2.2 billion people with vision impairment, 430 million needing hearing loss rehabilitation and 2.5 billion using or needing assistive products.

  • 1 in 6, Significant disability worldwide · WHO, 2023
  • 38%, Physical museum engagement · disabled adults
  • 45%, Physical museum engagement · adults without disabilities

Museum figures: England, age 16+, UK DCMS 2025/26. These figures provide context; they are not user research. Sources were accessed in September 2026.

References

Public data, with its context intact

The original population, year and scope are preserved when presenting each figure. The assistive technology reference also projects more than 3.5 billion people needing assistive products by 2050.

BEFORE THE VISIT

Conditions before arrival

Sound, lighting and movement come before preferences. Missing information is labelled as unconfirmed.

01 / Discover museums
01 / Discover
02 / Check access before you go
02 / Check access
03 / Plan access information for your visit
03 / Prepare
INTERACTIVE EXPLANATION

Let the visit adapt without hiding the conditions

Choose what would help during the visit. The room information stays visible; preferences change the support around it.

ROOM CONDITIONS
Sound Moderate
Lighting Low
Flashing light Unconfirmed
YOUR VISIT

No preferences selected yet. Room conditions remain available before you decide.

Interactive explanation of the concept. The project still requires collaborative design and usability testing with disabled visitors.

Read the thinking
Design decision

Show the conditions before asking for preferences

Visitors can judge whether a room suits them before configuring the app. Unconfirmed access information stays visible instead of being presented as reassurance.

Design principles

Reassure. Guide. Protect

I used three rules to make access information easier to find and use. They connect the four moments of the experience: prepare, understand, stay oriented and ask for help.

Reassure
Show relevant access information before asking for preferences.
Guide
Keep one clear next action on each screen.
Protect
Share only the support request the visitor selects.
Before the visit

Know the room before you arrive

Visitors can discover museums, preview access details and prepare a visit. Information about sound, lighting and movement supports decisions before entering a space.

When information is not confirmed, the interface says so. In the sample room, flashing light information remains unconfirmed and visitors are prompted to ask the venue. Preferences and preparation follow that context.

INSIDE THE MUSEUM

Support during the visit

Find the route, follow a quiet guide or ask staff for support.

01 / Calm route with fewer stairs and quieter areas
01 / Navigate
02 / ECHOES quiet guide
02 / Follow
03 / Ask museum staff for support
03 / Ask for help
  1. 01

    Prepare

    Choose the visit

  2. 02

    Understand

    Preview conditions

  3. 03

    Guide

    Stay oriented

  4. 04

    Support

    Ask for help

Read the thinking
During the visit

Let the visitor set the pace

Route guidance, a quiet guide, transcripts and staff support remain available throughout the visit. Visitors can stay oriented, follow content in another format and ask for help without leaving the same interface system.

The connected product

The same controls follow the visitor through four moments

The interactive prototype connects 35 screens across preparation, arrival, guidance and support. The same control patterns and hierarchy repeat, so changing tasks does not require learning a new interface.

Before entering, room conditions explain sound, light and movement. Preparation leads into route guidance; guidance leads into pause and support. The system also includes preferences, saved visits, notifications, companion mode, post visit reflection and help.

Prepare
Search, preview and save the visit.
Understand
Check conditions and acknowledge missing information.
Guide
Keep route and content options close.
Support
Choose the help to request.
THE INTERFACE

A calmer interface

Dark surfaces and lilac accents keep attention on content and actions.

What to expect in the room
Room conditions
Access information for your visit
Visit access
Read the thinking
Visual language

Quiet surfaces. Clear hierarchy

Dark surfaces, high contrast text and restrained lilac accents keep attention on the information. The palette combines plum black, aubergine, lilac and ice.

Primary actions repeat one button style and a small lilac focus cue. Plain language, legible contrast and predictable actions shape the interface across different tasks.

Plum black + aubergine
A quiet foundation and layered surfaces.
Lilac
A restrained accent for actions and focus.
Ice
Readable content and visual hierarchy.
NEXT STEP

Co-design comes next

This concept has not been tested with users. Next: collaborative design with disabled visitors and museum accessibility teams.

COLLABORATIVE DESIGN
Disabled visitors Museum teams
  • Language
  • Support under stress
  • Real world routes
Read the thinking
Reflection

The next step is collaborative design

The project focuses on practical access information: what to expect, what can be changed in the app and how to ask for help during a visit.

I have not tested this concept with users. The next step is collaborative design and usability testing with disabled visitors and museum accessibility teams.

01 / Language
Does the copy reduce uncertainty?
02 / Support
Are support choices easy to find under stress?
03 / Wayfinding
Does the calm route match a real museum?
WHAT THIS PROJECT SHOWS

What I wanted the visit to support

Accessibility framing Design access before arrival.
Connected journeys Connect preparation, guidance and support.
Interaction design Use clear states to reduce uncertainty.

NEXT PROJECT

(In)significâncias View all work