Menu

Ubuntu

Mobile Design

Ubuntu is an immersive African storytelling experience brought to life through collaborative mixed reality. Ubuntu transforms mobile devices into a looking glass to a new world. Travelers immerse themselves in sagas and epics narrated by a host of central guides and griots. As they travel into these stories, they will be called upon to both listen and explore as active participants. However, these are not linear tales, but living lessons—history itself—woven from the hearts and minds of the griots of today.

Role

Role

UX Research Lead
UX Strategist
UX Designer
Interaction Designer

UX Research Lead
UX Strategist
UX Designer
Interaction Designer

Project Duration

Project Duration

7 Months

7 Months

Industry

Industry

Digital Media

Digital Media

Team Size

Team Size

3 Members

3 Members

Challenge

The National Museum of Liberia approached and partnered with Joy Media to discover how the museum might preserve exhibits after they are taken down and how to impart the impact for artifacts in the absence of their presence. However, core to operating in this space was an understanding of the discussions and feelings surrounding digital repatriation.

Outcome

As a team we had to first determine: Who we were building our Solution for, What their needs were, and Why or of what importance was our solution to both our stakeholders and the overall discussions on digital repatriation.

While the National Museum of Liberia was interested in solutions for both native Africans and international populations, we found that ideating for non-native populations would have greater potential impact on the conversations on digital repatriation. We also felt a higher confidence in being able to conduct accurate and applicable primary research in our projects time frame with our limited resources. During the course of our research our focus and main questions took shape.

We elected for our target population to be members of the African Diaspora and to focus on African Storytelling. We outlined potential implications of our design solutions and used to them to create design principles which can be extrapolated to the larger conversion in the space, in addition to guiding our creation of a mixed-reality (MR) solution that embodied or demonstrated the Essence of African Storytelling.

Tools and Methods

Visual Design: Figma | Blender | Photoshop | Dall-E
Audio Design: ElevenLabs | TextFX
Research Methods: Semi-Structured Interview | Co-Design Workshop | Unmoderated Survey | Low & Mid Fidelity Prototyping
Prototyping: Figma | Adobe Aero | Bezi | Foam core | plywood

Role

UX Research Lead
UX Strategist
UX Designer
Interaction Designer

Project Duration

7 Months

Industry

Digital Media

Team Size

3 Members

100%

of Interview Participants expressed a desire

to travel to Africa post-interview

of Interview Participants expressed a desire

to travel to Africa post-interview

80%

of Users said they found the Mixed-Reality
interaction experience impactful

75%

of Users expressed interest in

discovering new stories in the App

Process

Process

Process

01

Defining the Space & Key Context

In order to better understand the contextual nuances and characterize our problem space we needed to illuminate the landscape between the propagation of African culture, the practices of documenting African culture, and the difference in their impact.

02

Generative Research & Discovery

After Identifying African Storytelling, and its principles, as a potential zone of curiosity we connected with Subject Matter Experts and facilitated interviews to understand the essence of African Storytelling and how people perceive, understand, and connect with it.

03

Design Implications & Next Steps

The Design Principles and Guidelines for our solution were derived from declaring what we would and would not attempt to address within the bounds of our design implications.

04

Product Overview

Ubuntu is an immersive African Storytelling experience. Stories are narrated by a central guide as users navigate through different narrative branches. Ubuntu serves as an accessible and comprehensive tool for the discovery of African stories, culture, and history in a positive and engaging fashion.

05

Design Specs & Interaction Mechanics Diagram

By placing one's phone on the table Ubuntu transforms it into a window to a different world. Ubuntu employs the use of an Accelerometer, Gyroscope, and Magnetometer in concert to create a shared mixed-reality experience.

06

Narrative Storyboards

To help with conveying the experience for and evaluating the response to Ubuntu we created a narrative storyboard to help map the user journey and interaction flow of Ubuntu.

07

Prototyping and Evaluative Research

In order to test our design concept we created multiple low - mid fidelity prototypes to test different aspects of the interaction. This enabled us to not only refine our interaction mechanisms but also evaluate the interaction flow and natural behavior of users.

08

Brand Design & Style Guide

From the use of Adinkra symbology to the name Ubuntu itself, the brand design for this project highlights several concepts deriving from African culture.

01

Defining the Space & Key Context

In order to better understand the contextual nuances and characterize our problem space we needed to illuminate the landscape between the propagation of African culture, the practices of documenting African culture, and the difference in their impact.

02

Generative Research & Discovery

After Identifying African Storytelling, and its principles, as a potential zone of curiosity we connected with Subject Matter Experts and facilitated interviews to understand the essence of African Storytelling and how people perceive, understand, and connect with it.

03

Design Implications & Next Steps

The Design Principles and Guidelines for our solution were derived from declaring what we would and would not attempt to address within the bounds of our design implications.

04

Product Overview

Ubuntu is an immersive African Storytelling experience. Stories are narrated by a central guide as users navigate through different narrative branches. Ubuntu serves as an accessible and comprehensive tool for the discovery of African stories, culture, and history in a positive and engaging fashion.

05

Design Specs & Interaction Mechanics Diagram

By placing one's phone on the table Ubuntu transforms it into a window to a different world. Ubuntu employs the use of an Accelerometer, Gyroscope, and Magnetometer in concert to create a shared mixed-reality experience.

06

Narrative Storyboards

To help with conveying the experience for and evaluating the response to Ubuntu we created a narrative storyboard to help map the user journey and interaction flow of Ubuntu.

07

Prototyping and Evaluative Research

In order to test our design concept we created multiple low - mid fidelity prototypes to test different aspects of the interaction. This enabled us to not only refine our interaction mechanisms but also evaluate the interaction flow and natural behavior of users.

08

Brand Design & Style Guide

From the use of Adinkra symbology to the name Ubuntu itself, the brand design for this project highlights several concepts deriving from African culture.

01

Defining the Space & Key Context

In order to better understand the contextual nuances and characterize our problem space we needed to illuminate the landscape between the propagation of African culture, the practices of documenting African culture, and the difference in their impact.

02

Generative Research & Discovery

After Identifying African Storytelling, and its principles, as a potential zone of curiosity we connected with Subject Matter Experts and facilitated interviews to understand the essence of African Storytelling and how people perceive, understand, and connect with it.

03

Design Implications & Next Steps

The Design Principles and Guidelines for our solution were derived from declaring what we would and would not attempt to address within the bounds of our design implications.

04

Product Overview

Ubuntu is an immersive African Storytelling experience. Stories are narrated by a central guide as users navigate through different narrative branches. Ubuntu serves as an accessible and comprehensive tool for the discovery of African stories, culture, and history in a positive and engaging fashion.

05

Design Specs & Interaction Mechanics Diagram

By placing one's phone on the table Ubuntu transforms it into a window to a different world. Ubuntu employs the use of an Accelerometer, Gyroscope, and Magnetometer in concert to create a shared mixed-reality experience.

06

Narrative Storyboards

To help with conveying the experience for and evaluating the response to Ubuntu we created a narrative storyboard to help map the user journey and interaction flow of Ubuntu.

07

Prototyping and Evaluative Research

In order to test our design concept we created multiple low - mid fidelity prototypes to test different aspects of the interaction. This enabled us to not only refine our interaction mechanisms but also evaluate the interaction flow and natural behavior of users.

08

Brand Design & Style Guide

From the use of Adinkra symbology to the name Ubuntu itself, the brand design for this project highlights several concepts deriving from African culture.

01

Defining the Space & Key Context

In order to better understand the contextual nuances and characterize our problem space we needed to illuminate the landscape between the propagation of African culture, the practices of documenting African culture, and the difference in their impact.

02

Generative Research & Discovery

After Identifying African Storytelling, and its principles, as a potential zone of curiosity we connected with Subject Matter Experts and facilitated interviews to understand the essence of African Storytelling and how people perceive, understand, and connect with it.

03

Design Implications & Next Steps

The Design Principles and Guidelines for our solution were derived from declaring what we would and would not attempt to address within the bounds of our design implications.

04

Product Overview

Ubuntu is an immersive African Storytelling experience. Stories are narrated by a central guide as users navigate through different narrative branches. Ubuntu serves as an accessible and comprehensive tool for the discovery of African stories, culture, and history in a positive and engaging fashion.

05

Design Specs & Interaction Mechanics Diagram

By placing one's phone on the table Ubuntu transforms it into a window to a different world. Ubuntu employs the use of an Accelerometer, Gyroscope, and Magnetometer in concert to create a shared mixed-reality experience.

06

Narrative Storyboards

To help with conveying the experience for and evaluating the response to Ubuntu we created a narrative storyboard to help map the user journey and interaction flow of Ubuntu.

07

Prototyping and Evaluative Research

In order to test our design concept we created multiple low - mid fidelity prototypes to test different aspects of the interaction. This enabled us to not only refine our interaction mechanisms but also evaluate the interaction flow and natural behavior of users.

08

Brand Design & Style Guide

From the use of Adinkra symbology to the name Ubuntu itself, the brand design for this project highlights several concepts deriving from African culture.

Defining the Space & Key Context

Defining the Space & Key Context

Background Exploration - Research Justification

Major Contributor: Lack of inclusion, impact, and agency:


While technology has seen increased use in both educational and museum settings in several mediums there is a lack of inclusion, impact, and agency for African cultures. For many populations around the world the unfortunate reality is one in which the dominant culture maintains the minority experiences in the background throughout various levels of society (Castelli 2021). Things like history, textbooks, movies, fiction, academia, and media center around the experiences and lives of the dominant culture. 


Major Contributor: Current media lacks authenticity


When minority populations interact with these forms of media, even when the exhibits or stories center on their own or other underprivileged communities, they may feel deeply excluded as the narrative tends to come from the perspective of those outside of the community. Through this, the cycle of underprivileged communities and their experiences being primarily seen through the filter of the dominant culture is perpetuated (Castelli 2021). This filter risks erasing cultural history and alienating those who descend from minority communities. 

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

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

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.

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.

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.

Background Exploration - Key Terms

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

Generative Research & Discovery

Generative Research & Discovery

Research Objective:

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. 

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. 

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:

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


  • 3 Curiosity Zones:

    • Essence of African Storytelling

    • Role of technology in this space

    • Relationship between storyteller and audience

SME Takeaways:

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

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

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.

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.

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

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

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.

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.

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

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

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.

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.

Participant Profile:

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:

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

Research Insights

Design Implications & Next Steps

Design Implications & Next Steps

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

Co-Design Workshop

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.

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.

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.

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.

Workshop Takeaways

Concept Generation

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 brought the ideas together and began to affinitize and reafffinitize the solutions until they were organized 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.


  • To achieve this we employed a Diverging and Converging mindset

Ubuntu - Product Overview

Ubuntu - Product Overview

Entering a Story

Continuous Interaction

Branching Interaction

Turn Taking and Exploration

Interacting with objects

Design Specs & Interaction Mechanics Diagram

Design Specs & Interaction Mechanics Diagram

Design Specs & Interaction Mechanics Diagram

Mapping the Ideology

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

Interaction Mechanics Diagram:

Narrative Concept Diagram:

Interaction Diagrams & Mechanics:

Prototyping & Evaluative Research

Prototyping & Evaluative Research

Objective

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.

Storyworld

Description:


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.

Interaction: Movement


Users can move the foam board across the image to see different parts of the image.

Viewport

Description:


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.

Interactive Screens

Description:


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.

Interaction: Pop-Ups


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.

Concept Evaluation

We chose to conduct a concept testing 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:

Usability testing

Here are some findings from our first concept evaluation:

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

  • "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.

  • 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.

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

Narrative Storyboards

Narrative Storyboards

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.

Early Concept Storyboards

As we refined the interaction and presentation mechanics we used the brainstorming method of diverging and converging.


Our next iteration focused on not only projecting the story onto the users surface of choice but also a group focused experience. 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 Storyboards

Brand Design & Style Guide

Brand Design & Style Guide

Adinkra 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.

Style Guide | Palette Swatch

Typography

For Ubuntu I wanted to find and employ fonts that embodied the stories within


  • Zilap Ethnia - Inspired by the African Vai script invented in the 1800s by eight illiterate Vai men

  • Manjari - As Zilap is such a bold font I wanted to pair it with a clean and modern Sans-Serif font that still maintained some character and life.

Redlining & Element Spacing

Challenges | Reflection

Challenges | Reflection

Challenges | Reflection

Challenges | Reflection

Challenges | 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.

Contact

Let's start creating together

Contact

Let's start creating together

Contact

Let's start creating together

Contact

Let's start creating together

Contact

Let's start
creating
together