Ubuntu

Product Design

The National Museum of Liberia partnered with Joy Media to ideate on both the positive cultural impact of new technologies and the cautions of digital repatriation.

UX CASE STUDY · MIXED REALITY · CULTURAL MEMORY

Ubuntu: designing a more responsible way to encounter living stories.

Ubuntu:

A collaborative mixed-reality concept for the National Museum of Liberia—grounded in research with Afro-diasporic participants and shaped by a commitment to agency, context, and cultural care.

ROLE

Research Lead · UX Strategy · Interaction Design

FOCUS

Digital Repatriation | African Storytelling

TIMELINE

7 months · research to prototype

THE CENTRAL QUESTION

THE CENTRAL QUESTION

How might a museum invite people into African stories without flattening, extracting, or speaking over them?

Ubuntu began as a question about digital repatriation—not just how culture can be represented through technology, but who gets to shape the encounter. The project reframed immersive media as an invitation to listen, explore, and make meaning together.

Background Exploration - Research Justification

Defining the Space & Key Context

Historical Depictions of African Culture

Historically, education on and depictions of African culture and stories outside of Africa have been done from an external perspective. Whether in museums or educational settings, there is often a lack of context, contribution, and connection from the communities of origin (Kotut, 2020). 

Historical Depictions of African Culture

- Soul of Storytelling - Artifacts and stories without the soul are husks of what was - Effect of storytelling on shaping perception of identity and the world - Core values and philosophies

Historical Depictions of African Culture

- Soul of Storytelling - Artifacts and stories without the soul are husks of what was - Effect of storytelling on shaping perception of identity and the world - Core values and philosophies

African Storytelling

Stories are dynamic; African stories contain history, lessons, teachings, and can even change based on who and when they are told (Kotut, 2024). They are not a one-way road but a collaborative bridge between audience and speaker where interaction makes up the building blocks. By capturing these stories in writing without the insights of African storytellers and communities, often written by those who have colonized and stolen from Africa, these stories lose their soul and are framed in a one-way static reality.

African Storytelling

- The reality surrounding institutions when depicting African heritage - Role of Academia in contrast with its perception - Agency cannot be maintained if those depicted are not involved

African Storytelling

- The reality surrounding institutions when depicting African heritage - Role of Academia in contrast with its perception - Agency cannot be maintained if those depicted are not involved

Counter-Storytelling

In concert with Joy Media, we are looking to explore and amplify the needs of Afro-diasporic populations outside of Africa in connection with African Storytelling. We want to be better informed on the best practices to actively engage with and prioritize the agency of African communities. By prioritizing their agency we aim to take a step towards counter-storytelling for African communities. Counter-storytelling creates space for community voices to create the narrative that defines their own experiences and lives (Castelli 2021). By embracing African perspectives and teachings, we hope to find new ideologies to help inform future pedagogies and develop ways to reflect (Kotut 2020). The inclusion of African communities, willing voices, to inform and guide our research is paramount to ensuring not only that we maintain the soul of African Storytelling, but also to finding common threads from which we can connect the experiences of those affected by the diaspora together.

Counter-Storytelling

The context surrounding how stories and artifacts were discovered and presented. Many African museums are run and curated by people who have never spoken to the people whose history them claim to preserve.

Counter-Storytelling

The context surrounding how stories and artifacts were discovered and presented. Many African museums are run and curated by people who have never spoken to the people whose history them claim to preserve.

Responsible use of technology

Additionally, with the increased use of technology in interactive media, education materials, and digital mediated interactions we want to define a path for the responsible use of technology in regards to depicting and representing African culture and storytelling. Many African stories and traditions have sacred elements tied not only to storytellers but also physical artifacts and locations (Kotut 2018). This presents additional challenges when trying to create ways to depict these stories with technology especially when designing for Afro-diasporic populations.

Responsible use of technology

Oral storytelling and African traditions as a means of maintaining history and passing it on from circle to circle and generation to generation. Ensuring a mark of culture impact lives on.

Responsible use of technology

Oral storytelling and African traditions as a means of maintaining history and passing it on from circle to circle and generation to generation. Ensuring a mark of culture impact lives on.

Key Terms

In the context of this study we define the following as:

01

African Storytelling

01

African Storytelling

Practices and traditions of sharing history, constructing narratives, and connecting communities belonging to and stemming from African cultures.

02

Afro-diasporic

02

Afro-diasporic

Individuals who self-identify as descending from African ancestry, and have had their connection to Africa either voluntarily or involuntarily severed due to immigration or historical events.

03

Counter-Storytelling

03

Counter-Storytelling

Magnifying the stories, experiences, narratives, and truths of underprivileged communities through their perspectives. (Castelli 2021)

04

Distortion

04

Distortion

The retelling of stories or representation of peoples through the colonial gaze. (Odumosu, 2024)

05

Indigenous Knowledge

05

Indigenous Knowledge

“[H]ow oral narratives are respected and [r]efined... a subset of Intangible cultural Heritage” (Kotut, 2022)

06

Intangible Cultural Heritage

06

Intangible Cultural Heritage

“[I]mmaterial manifestations of culture, represent[ing] the variety of living heritage of humanity” (Kotut, 2022)

07

Lived Experiences

07

Lived Experiences

Subjective intangible experience and emotions

08

Soul (of indigenous knowledge)

08

Soul (of indigenous knowledge)

The context and intangibles surrounding the story. How the story changes according to who is the story holder at that time. (SME Interview)

01 — GENERATIVE RESEARCH & DISCOVERY

Research Phase I

The first phase established the context around cultural preservation, museum practice, and the role that digital access could play after an exhibit closes. It grounded the project in the questions that mattered before any interface decisions were made.


The objective of this study was to understand how self-identifying, afro-diasporic people who wish to reestablish a connection with Africa perceive, understand, and connect with African storytelling in the context of reconnection with their ancestry. The goal was to learn about how these stories are experienced currently, both in museum and non-museum contexts to understand if they are effectively communicating the “soul” of African stories. 

In what ways are people connecting with their ancestry?

Our aim was to understand how people are trying to connect with their ancestry today, and what barriers exist to re-establishing this connection. We conducted this study through an educational lens, to understand how the Afro-diasporic population learns about and discovers African stories.

What barriers prevent authentic knowledge sharing?

A secondary aim of this research was to understand the history and persistent presence of distortion or other barriers (Odumosu, 2024) to presenting African knowledge, and how this may affect the impact and integrity of the stories. Understanding this may present opportunities for intervention. 

Our Goal

By conducting this study, we aimed to develop a deeper understanding of the problem space and foster a strong sense of empathy with the primary stakeholders. This research will help validate needs in connecting with cultural heritage and will be critical in informing the subsequent design work to address these needs. 

SUBJECT MATTER EXPERTS

Curiosity Zones

The first phase established the context around cultural preservation, museum practice, and the role that digital access could play after an exhibit closes. It grounded the project in the questions that mattered before any interface decisions were made.


The objective of this study was to understand how self-identifying, afro-diasporic people who wish to reestablish a connection with Africa perceive, understand, and connect with African storytelling in the context of reconnection with their ancestry. The goal was to learn about how these stories are experienced currently, both in museum and non-museum contexts to understand if they are effectively communicating the “soul” of African stories. 


To better understand the space we began with interviews of Subject Matter Experts.

  • SMEs were able to direct us in discovering and navigating the nuances of the space

  • Conducted 3, 1-hr sessions consisting of semi-structured interviews

  • Employed the waterfall method to aid us in connecting with more SMEs

01

Essence of African Storytelling

02

Role of technology in this space

03

Relationship between storyteller and audience

TAKEAWAYS

SME Study Inspiration

SME Study Inspiration

Our Subject Matter Experts helped us not only understand the complexities of the space but challenged the basis for our initial research direction.

WHO ARE WE DESIGING FOR?

Planting a Flag

We cannot solve the diaspora nor can we approach all African and Afro-diasporic cultures as the same.

WHAT ARE THE IMPLICATIONS?

Digitization

Product Solutions highlighting technology bring concerns: concerning both Accessibility and Implementation

WHAT IS OUR INTENTION?

Harsh Realities

There are many harsh realities not only in this product space/industry but surrounding the Black experience.

Indigenous Knowledge

- Soul of Storytelling - Artifacts and stories without the soul are husks of what was - Effect of storytelling on shaping perception of identity and the world - Core values and philosophies

Willing Stories

The context surrounding how stories and artifacts were discovered and presented. Many African museums are run and curated by people who have never spoken to the people whose history them claim to preserve.

Fragile Exhibits

- The reality surrounding institutions when depicting African heritage - Role of Academia in contrast with its perception - Agency cannot be maintained if those depicted are not involved

Remembrance

Oral storytelling and African traditions as a means of maintaining history and passing it on from circle to circle and generation to generation. Ensuring a mark of culture impact lives on.

Conveying Lived Experiences

African Storytelling is knowledge distribution. Creating a dynamic social network in response to the question of how to transmit and keep knowledge within a community.

04 — PEOPLE

Participant Profile

The participant profile made the audience tangible: different levels of familiarity with museum collections, different relationships to technology, and different motivations for engaging with cultural material. Designing for that range meant making the experience legible, welcoming, and respectful of context.


Our focus was on connecting with a diverse range of Afro-diasporic individuals to better represent the diversity of our space. Participants were based in the US and chosen from varying age ranges, in line with grounded theory, to better inform our study.

  • Inclusion Criteria: Our participants will consist of self-identifying afro-diasporic people who wish to feel more connected to Africa. We wanted to avoid assuming that all Afro-diasporic populations have the same motivations or desire for connection.

  • Exclusion Criteria: Afro-diasporic people who are not seeking to connect with Africa or those who do not consider themselves as part of the African diaspora.

Analysis & Sensemaking

Analysis & Sensemaking

After compiling all of the raw data from the participants and identifying areas of interest, we developed a codebook and assigned different colors to the chunked content based on the corresponding code. This allowed us to better identify and group themes

Codes
Codebook

After compiling all of the raw data from the participants and identifying areas of interest, we developed a codebook of different colors. The chunked content was assigned a color based on the corresponding code allowing us to better identify and group themes.

Subgroups Formed
Subgroups

We moved the coded data to a Figjam board and grouped similar content together to create subgroups. We used the themes that appeared in the affinitized categories to drive the ideation of our design opportunities.

02 — SYNTHESIS

Design Implications & Next Steps | Research Phase II

Design Implications

Based on our Generative Research and the insights from our study we created a set of principles which could not only guide the creation of our product, but also help to inform the conversation and others in the space on how to ethically incorporate and consider technology in this space.

Design Opportunities

Design Opportunities

CONCEPT GENERATION

Workshop Takeaways

Workshop Takeaways

After generating insights from both the workshop itself and our existing research, we refined the problem statement our participants had developed. Then we diverged to come up with 60 ideas, 20 each, as potential solutions to the refined problem statement.


Then we converged to affinitize and reafffinitize the solutions into distinct groups. After a round of dot voting we identified which loci of clusters held the greatest resonance within our team in order to determine the foundation of our design solution.

01 / WHAT IS OUR INTENTION?

Bridging Gaps to Resources

The problem space of highest resonance to our participants was that of decreasing the effort and cost to discovering authentic resources on African culture, experiences, and history.

02 / WHO IS THIS FOR?

Encompassing All Experiences

There are many Afro-nations and cultures across the world that diasporic individuals may wish to connect with. Our platform should consider how these stories may be included.

03 / WHAT STORIES DO WE COVER?

Balancing the Narrative Focus

While it is important to promote the telling of African stories in a positive and engaging fashion we should not shy away from certain negative stories or harsh truths. Those too have a place.

Creating a Direction

In order to design an effective solution we needed to understand what that meant to our target population. The goal of this session was not for the participants to come up with an actual solution to our problem space; but for us as a team to better understand the context and nuances of what resonated with participants in terms of: areas of opportunity, challenges, and potential solutions.

Structure

We presented our 5 areas of opportunity and allowed the participants to lead a discussion on what resonated or not within each and why. From there we moved on to discussing the challenges and each participant’s expectations before challenging them to come up with a problem statement. During the second activity we joined the participants in trying to come up with possible solutions to the problem statement before having the participants dot vote on the suggested solutions and discuss the ones which had the highest engagement.

Participants

Our participants consisted of 3 Afro-diasporic women based in the U.S. We wanted to extend the same parameters for participants as we held during our research phase; however, we excluded anyone who had participated in previous studies in order to test how our findings applied to others without prior knowledge or influence on our findings.

05 — MAKING

Product Concept

Creating thorough Diagrams and mapping the different aspects of not only the product but also specific interactions was necessary for multiple reasons. This allowed us to identify, discover connections between, and directly iterate on the many different aspects and touchpoints of Ubuntu.


This also helped us convey the dynamics and visualize the functionality to our stakeholders in addition to providing the means to reflect and iterate on specific points for future needs.

NARRATIVE STORYBOARDS

Visualizing Connection

Visualizing

Storyboards gave the narrative a shape before any pixel was placed. In the initial ideation phase, they let the team sketch out sequence and emotional arc—working through pacing, tone, and moments of discovery as a story first, so that later design decisions had a throughline to serve rather than a blank page to fill.

Initial Concept Storyboards

In order to visualize and bring together our initial ideas we created a storyboard to depict the mechanics for how one might interact with a digital guide. This version focused on both projection technology and the use of AI to create a digital guide in the user space.

Refined Concept Storyboards

Refined the interaction and presentation mechanics, Ubuntu's next iteration was a group experience. Projecting the story onto the users' surface of choice. These shifts were driven by insights from both our research and co-design workshops and would help lead to our final User Flow and mechanics of interaction.

Final Narrative Storyboard

Explore the Concept

Our prototype highlighted the 'Interactive' Storytelling and discovery aspects of our concept. Adinkra symbols are used to represent the different lessons each branch in the story conveys. We planned for the artwork shown to be dynamic based on the choices selected.

Explore the Concept

Our prototype highlighted the 'Interactive' Storytelling and discovery aspects of our concept. Adinkra symbols are used to represent the different lessons each branch in the story conveys. We planned for the artwork shown to be dynamic based on the choices selected.

06 — EVALUATION

Prototyping & Evaluative Research

Evaluative Research

Since the mixed reality experience we envisioned merged the physical and digital realms, we aimed to create a Minimum Viable Product (MVP) to test a single user's embodied interaction with our product. Our AR model relies on an accelerometer and gyroscope to sense its environment. As current AR prototyping tools like Adobe Aero and Bezi rely on camera input, they couldn't accurately represent our desired interaction. Therefore, we went back to basics and experimented with paper prototyping.

Prototypes moved the project from intention to conversation. They gave the team something concrete to react to, allowing structure, language, and interaction to be tested as parts of a cultural experience rather than as isolated interface elements.

Testing showed where the experience felt intuitive and where it asked too much of people. Each session sharpened priorities around navigation, storytelling, and pacing—turning feedback into specific changes that improved clarity without flattening the project’s cultural depth.

Mockups

Discovering New Tales

Discovering New Tales

Our prototype highlighted the 'Interactive' Storytelling and discovery aspects of our concept.

Storyworld

To emulate the storyworld our users would explore, we printed a large-scale image on four 11" x 14" tabloid papers. We then taped the images together on a foam core board. Users can move the foam board across the image to see different parts of the image.

Physical Prototype
Viewport

At any time, our users could only see one part of the image through their phone. To achieve this, we cut a phone-sized hole in the middle of a 20" x 30" foam core board. We also added handles to the board's 

edges for an easy grip.

Prototype Setup
Interactive Screens

At different points in the experience, users could interact with the screen by tapping on it. To simulate this, we cut phone-sized pieces from clear acrylic sheets and attached them to popsicle sticks.

Concept Evaluation
Interaction

If an element is interactive, we would hold the acrylic sheets on top of the viewport. Users could then tap on the sheet to interact with it.

USABILITY TESTING

Concept Evaluation

We chose to test our concept using a semi Wizard of Oz methodology because we were still at an early stage of our prototype and we wanted to see what user reactions and interactions would be to our rapid Figma and Physical prototype. The goal of our study was to to observe how a user might intuitively use our product and to identify areas of improvement in each of the following interaction phases:

01

Branching Interaction - Participant expected the branching point to lead to another story and was confused when the original story continued.

02

"AR" Connection - Participant had a mental model of what she consider “augmented reality”. She was unsure if our experience fit her model and was unclear how it augmented reality. She also wondered if she could explore other parts of the room and not just the table in front of her.

03

Customizable interactive objects - During the exploration phase, participant wished she could tap on any object to learn more about it and not only the ones that were preselected by our system.

04

Collaborative part unclear - Participant was unable to envision how this experience could be collaborative as we had introduced it as “collaborative AR”.

07 — STYLE GUIDE

Brand Design

The visual language brought the research, interaction model, and institutional voice into one coherent system. Type, color, and compositional rhythm were chosen to feel contemporary and memorable while keeping the collection—and the stories it holds—at the center.

THE VISION

Iconography

Iconography

We used the Adinkra Symbols icon library created by Yoofi Graham and Kevin Hagan. These symbols represent a historical and philosophical significance, hailing from the Gyaman people of Ghana and la Côte d’Ivoire. These symbols were originally printed on cloth which royals wore to important ceremonies. The symbols have assumed global importance and are now found in many places.

Mockups

Discovering New Tales

Discovering New Tales

Our prototype highlighted the 'Interactive' Storytelling and discovery aspects of our concept.

Color Swatch
Storyworld

I derived the color swatch for our design system from our company's own colors; taking caution to consider not only the messaging of Joy Media but also accessibility and legibility within our product ecosystem.

AI Generated Image in the likeness of Nana Baruku
Intentional Imagery

To increase the fidelity of imagery and audio, for Ubuntu's prototypes I employed the use of AI tools. However, when prompting I employed guidelines to ensure we depicted any figures and stories accurately and respectfully.

Typography
Beyond UI

For Ubuntu I wanted to find and employ fonts that embodied the stories within. Zilap Ethnia is inspired by the African Vai script invented in the 1800s by eight illiterate Vai men. I chose to pair this with Manjari, a clean and modern Sans-Serif font that still maintained some character and life.

Redlining
Redlining

To help with the future looking and real-world 'Feasibility' concerns of this space it was imperative to expand on the

PROJECT SUMMARY

From listening to a living system.

A closer view of the process, highlights, and moments that directed Ubuntu’s creation.

01 / GENERATIVE RESEARCH

Research Phase I

Interviews, workshop artifacts, visual prompts, and synthesis boards made the research visible—and discussable.

02 / VALIDATION

SME Interviews

Framing the ethical landscape through desk research, cultural context, and conversations with subject-matter experts.

03 / EVALUATIVE RESEARCH

Co-Design Workshop

Co-creation and synthesis surfaced the needs, tensions, and opportunity areas that the concept needed to honour.

04 / INTERACTION FLOW

Storyboarding

Design iterations were led by a focus on interaction, impact, and connection in lieu of features.

05 / MAKING

Prototyping

Low- and mid-fidelity studies turned abstract interaction principles into tangible moments the team could test together.

06 / USABILITY TESTING

Concept Evaluation

Scenario-led sessions exposed where interactions confused, empowered, or invited participation.

07 / REFLECTION

Design Principles

A set of observations and guidelines on creating solutions in the space; meant to inform future discussions & solutions.

08 — THE EQUITY CHALLENGE

Reflection

An early challenge to address was whether the goal was to create a solution that was geared toward being feasible and attainable by the National Museum of Liberia or a solution that was most effective and impactful for our main audience of influence.


Ultimately the direction of discovery and influence was: the impact of defining the space and factors as they relate to the ability to connect with African culture, the potential to develop guidelines for engaging with other cultures while prioritizing agency, and the importance of ethical research concerning both the diaspora and digital repatriation.


This project is rooted in addressing the profound lack of inclusion of African experiences and unequal focus on tragic and negative narratives concerning and surrounding depictions of Blackness. Lack of accessibility to this information can act as a significant barrier towards the development of connection, community, pride, and a positive sense of self for members of the African diaspora.

1

The Root Cause

There are many factors that result in the exclusion of Afro experiences. Current narratives are told from external perspectives, rooted in Western values. These narratives result in an exclusionary or dismissive bias. To combat this we leveraged co-creation, allowing our target audience to directly shape Ubuntu.

1

The Root Cause

There are many factors that result in the exclusion of Afro experiences. Current narratives are told from external perspectives, rooted in Western values. These narratives result in an exclusionary or dismissive bias. To combat this we leveraged co-creation, allowing our target audience to directly shape Ubuntu.

2

The Green Line

Ubuntu has heavy implications on both sides of the green line. The process of gathering these stories, as well as structural shifts to accept them as truth will need to be addressed. Access to information and how it can affect individual and group identity is a major theme of this project.

2

The Green Line

Ubuntu has heavy implications on both sides of the green line. The process of gathering these stories, as well as structural shifts to accept them as truth will need to be addressed. Access to information and how it can affect individual and group identity is a major theme of this project.

3

Alliances

To enable structural change and increase accessibility, partnering with institutions of accepted knowledge, such as education and museums will be critical. Additionally, providing a direct-to-consumer channel similar to social media will be incredibly important, due to the nature of counter-storytelling.

3

Alliances

To enable structural change and increase accessibility, partnering with institutions of accepted knowledge, such as education and museums will be critical. Additionally, providing a direct-to-consumer channel similar to social media will be incredibly important, due to the nature of counter-storytelling.

Contact

Let's start creating together

Contact

Let's start creating together

Contact

Let's start
creating
together