AR Experience for HOTA
A Case Study in Visitor Engagement

Company

HOTA

ROLE

Product Designer

EXPERTISE

UX Research & Design

Date

February 2024

AR Experience for HOTA

A Case Study in Visitor Engagement

Company

HOTA

ROLE

UX Designer

Date

Feb 2024

At HOTA Gallery, a ceramic cloud that turned into a secret portal for messages thanks to AR captured my attention. Visitors spent significantly more time interacting with this artwork than any other in the gallery. Inspired by the possibilities of AR to enhance visitor engagement, I got to work to create an AR app that allows visitors to explore HOTA Gallery and unlock additional information about their exhibits.

The result? The app brought in a 25% increase in visitor interaction and tripled visitors' dwelling time and increased their retention of information about the artworks. This case study documents the design process behind the app, from user research to prototype iteration, and shows how AR can turn passive viewing into active participation at HOTA Gallery.

Disclaimer: To get the most out of this case study I recommend viewing it on Desktop.

At HOTA Gallery, a ceramic cloud that turned into a secret portal for messages thanks to AR captured my attention. Visitors spent significantly more time interacting with this artwork than any other in the gallery. Inspired by the possibilities of AR to enhance visitor engagement, I got to work to create an AR app that allows visitors to explore HOTA Gallery and unlock additional information about their exhibits.

The result? The app brought in a 25% increase in visitor interaction and tripled visitors' dwelling time and increased their retention of information about the artworks. This case study documents the design process behind the app, from user research to prototype iteration, and shows how AR can turn passive viewing into active participation at HOTA Gallery.

Researching What Visitors Really Want

To understand whether visitors at HOTA are interested in an AR experience, how they would like to interact with artworks, and what their expectations are, I conducted an online survey (n=52) and semi-structured interviews (n=11). I uncovered valuable key insights that directly informed the design of the AR experience.

Source: Data pulled from Visitor Survey at HOTA

Key Findings

Interactive Experiences

52% of visitors voiced a strong interest in interactive and participatory exhibits.

Design goal: Integrate interactive AR functionalities that invite the visitor to discover and engage with the artwork instead of passive observation.


Interest in AR

Over 42% of visitors were excited about the use of AR to learn more about the artwork. They were interested in artist techniques and stories.

Design goal: Provide meaningful layered AR content that connects the visitor to the artwork and artist.


Device Preference

Over 70% of visitors preferred using a smartphone to access the AR content, 22% a tablet, and only a small portion was interested in smart glasses. Most visitors preferred using their own device.

Design goal: Prioritise mobile optimisation so that the experience seamlessly works for a variety of different smartphones and tablets and visitors can access the app on their own devices.


Complementing the Art

A significant amount of visitors voiced concerns about the AR distracting from the artwork or disturbing the gallery environment.

Design goal: Design subtle AR interactions that invite the visitor to observe the artwork with additional context, without distracting or overshadowing it.

Interactive Experiences

52% of visitors voiced a strong interest in interactive and participatory exhibits.

Design goal: Integrate interactive AR functionalities that invite the visitor to discover and engage with the artwork instead of passive observation.

Interest in AR

Over 42% of visitors were excited about the use of AR to learn more about the artwork. They were interested in artist techniques and stories.

Design goal: Provide meaningful layered AR content that connects the visitor to the artwork and artist.

Device Preference

Over 70% of visitors preferred using a smartphone to access the AR content, 22% a tablet, and only a small portion was interested in smart glasses. Most visitors preferred using their own device.

Design goal: Prioritise mobile optimisation so that the experience seamlessly works for a variety of different smartphones and tablets and visitors can access the app on their own devices.

Complementing the Art

A significant amount of visitors voiced concerns about the AR distracting from the artwork or disturbing the gallery environment.

Design goal: Design subtle AR interactions that invite the visitor to observe the artwork with additional context, without distracting or overshadowing it.

"The AR experience shouldn’t feel overwhelming—it should complement the artwork."

"The AR experience shouldn’t feel overwhelming—it should complement the artwork."

"I’d love to learn more about the artwork at galleries, and using AR sounds like a fun and innovative way to do that."

"I’d love to learn more about the artwork at galleries, and using AR sounds like a fun and innovative way to do that."

"An AR app could make the experience more engaging.”

"An AR app could make the experience more engaging.”

Source: Quotes pulled from Visitor Interviews at HOTA

Design Process
  1. Storyboarding and Early Sketches

Through user flow diagrams and storyboards, I sketched out the main artwork interactions for visitors. These sketches helped to understand the flow of information and the transition between the physical gallery space and the digital AR layer. This established the basic user journey and explored how AR could enhance the visitor experience.

Design Process

Source: Illustrations made with storytribeapp.com

Source: Flow diagram made with miro.com

  1. Wireframe Sketches and Digital Wireframes

  1. Storyboarding and Early Sketches

I translated the flow diagram into tangible wireframes to show the basic structure of the app. Wireframes allowed me to test early ideas and focus on developing clear user paths for onboarding visitors and allowing them to access AR features within the gallery.

Through user flow diagrams and storyboards, I sketched out the main artwork interactions for visitors. These sketches helped to understand the flow of information and the transition between the physical gallery space and the digital AR layer. This established the basic user journey and explored how AR could enhance the visitor experience.

  1. Wireframe Sketches and Digital Wireframes

I translated the flow diagram into tangible wireframes to show the basic structure of the app. Wireframes allowed me to test early ideas and focus on developing clear user paths for onboarding visitors and allowing them to access AR features within the gallery.

  1. Low-Fidelity Prototype and Usability Testing

Then I went on to build an interactive low-fidelity prototype for testing fundamental user flows like onboarding and AR interactions. It was important to gather visitor feedback early to ensure the core functionalities met their needs.

Key User Feedback

  • Visitors had trouble unlocking AR features.

  • Visitors asked for gallery navigation to be integrated.

  • Visitors were hesitant to grant permissions for camera and location access.

Iteration

Based on this feedback, I made several changes:

  • Added an interactive tutorial to clarify how to use AR features.

  • Introduced AR-based gallery navigation.

  • Used native iOS permission dialogs to build trust around app permissions and explained what the apps needs them for.

Source: Wireframes and low-fidelity prototype made in Figma.com

  1. Transition To High Fidelity Prototype

I then refined the design and incorporated AR functionality using 8th Wall.
After addressing initial usability issues, the focus shifted to enhancing AR interactions and aligning the app with HOTA's branding to create a polished and immersive experience.

  1. High-Fidelity Prototype and 8th Wall AR Integration

I implemented AR features such as overlaying artwork information and added social sharing options for a more engaging experience. The high-fidelity prototype brought the AR experience to life. During this phase, the primary challenge users encountered was finding the social share button to share their AR experience.

User Feedback

  • Social share button was hard to find.

  • AR interactions were engaging but needed better discoverability.

    Design Iteration

  • Moved the social share button to a more prominent position in the navigation bar.

  • Enhanced AR interaction cues to make the experience more intuitive.

Share Flow provided by 8th Wall

Redesigned share flow

  • Onboarding

    The onboarding offers a tutorial and clear permission prompts, addressing visitor confusion and building trust.

  • Wayfinding

    AR markers were added to guide visitors through the gallery, making navigation intuitive and engaging.

  • AR Interaction

    The AR interaction flow allows users to access layers of detailed content without cluttering the experience.

  • Onboarding

    The onboarding offers a tutorial and clear permission prompts, addressing visitor confusion and building trust.

  • Wayfinding

    AR markers were added to guide visitors through the gallery, making navigation intuitive and engaging.

  • AR Interaction

    The AR interaction flow allows users to access layers of detailed content without cluttering the experience.

  • Onboarding

    The onboarding offers a tutorial and clear permission prompts, addressing visitor confusion and building trust.

  • Wayfinding

    AR markers were added to guide visitors through the gallery, making navigation intuitive and engaging.

  • AR Interaction

    The AR interaction flow allows users to access layers of detailed content without cluttering the experience.

Results & Next Steps

Results and Impact

The AR app significantly enhanced visitor engagement at HOTA, validated by an A/B test with the high-fidelity prototype comparing visitors using the app to those who didn't. The results showed a 25% increase in interaction time with the artworks and tripled dwelling time within the gallery. Additionally, information retention rose by 65%, with visitors demonstrating better recall of artist names, artworks, and techniques.

During visitor interviews one participant said, "It felt like diving into a hidden world within the sculpture," showing the deeper connection the AR experience enabled between visitors and the art. These results show that AR can enrich the traditional gallery experience, increasing both engagement and educational results.

Challenges and Learnings

I planned to use ARKit to seamlessly integrate AR functionality into the app. Due to time constraints and limited development knowledge, I opted for 8th Wall to quickly prototype the concept and validate the idea. This choice proved useful for validating the concept but revealed limitations, particularly with analytics, which hindered gathering detailed visitor insights. By investing in analytics and testing, we can optimise the social sharing feature to drive increased engagement, positive reviews, boost social reach, and ultimately, business growth for HOTA.

Conclusion

Initial secondary research confirmed AR's potential to enhance visitor engagement and information retention. By developing and implementing an AR experience at HOTA, I successfully demonstrated this potential. The AR experience led to a significant increase in visitor engagement, as evidenced by the 25% boost in interaction time. This suggests that AR can be a valuable tool for enriching the gallery experience and attracting new audiences.

Disclaimer: This case study is a record of a personal design project and does not represent the work or official position of any institution or organisation, including HOTA Gallery.

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How can
I help you?

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2025

How can
I help you?

Made with

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©

2025