Pearl Harbor Museum AR

An augmented reality experience bringing the events of Pearl Harbor to life.

Project Details

Role

As the lead for UX and visual design on this project, I closely collaboration with Unity developers to ensure alignment between design intentions and technical implementation, as well as on-site creative assessment and QA testing in Honolulu, Hawaii.

The Team
Product designer (myself)
Unity developer
Creative director
3D animators (2)
Senior producer
Collaboration Partners
Journey (agency)
Pearl Harbor special projects team
Audio/visual hardware team
WWII historical consultant
Exhibition design firm
Responsibilities

UX design
UI design
Prototyping
Usability testing
QA testing

Tools

Figma
Unity
Frame.io

Timeline

6 months

Status

Live

Discovery

The Ask

Create a modern visitor experience that educates guests on the events witnessed at the Control Tower, while honoring history and veterans with respectful storytelling.

The Problem

Our stakeholders felt the tower tour was too minimal and outdated, using an older exhibition design style, and relying on sparse artifacts. With the 80th anniversary of the Pearl Harbor attacks fast approaching, the museum was set on revamping the tour to greet the increased flow of guests.

Research & Stakeholder Guidance

Our team launched a comprehensive round of stakeholder interviews, feedback analysis, and historical review, working hand-in-hand with the museum's Special Projects team and a World War II subject-matter expert to understand the attack timeline and importance of the Control Tower.

These findings set the foundation for our creative, narrative, and technical treatments:

Events seen from the tower
Key narrative stories
Visitor pain points
Budget & hardware limits

Historical Events & Human Interest Stories

Workshopping and discovery sessions with stakeholders guided our team to focus the experience on specific attack day events and stories:

The Creative Process

The Project Pitch

We had an immense amount of archival, narrative, and historical content at our disposal. Our creative team discussed a few concepts that could bring these assets together to enrich the Control Tower tour. The concept that connected with museum stakeholders was a multi-touchpoint experience with three core areas:

  • AR Application
    Puts users in the shoes of the tower crew on the day of the attack. GPS-coordination overlays 3D animated scenes onto the present-day landscape.
  • Media Table
    Shows a bird's eye view of the attack through rich imagery and CG content superimposed onto a map of the island of Oahu.
  • Audio Benches
    Lets guests rest and listen to Pearl Harbor stories– a free experience enticing visitors to continue with the paid Top of the Tower tour.

Graphic Guides & AR Explorations

The AR Experience

Early Issues: Gamification and Overcrowding

As we waded into the project, two concerns arose:

  • "Gamification" of the events
    The client was wary 3D animated scenes might feel video-gamey and reductive. How could we prevent this?
  • Overcrowding of the space
    The space itself was small with strange angles and infrastructure blocking parts of the windows. How could we ensure users have the opportunity to freely explore?

My solution was to split the experience into two unique modes, distributing visitors around the space while softening prioritization of 3D animations: Map Mode and Window Mode.  

Map Mode

3D animations playing over an extruded map in the center of the room.

Window Mode

3D-animated event scenes viewed through the tower windows.

Designing: Map Mode

Map Mode Designs

I dove deep into different visual treatments and UI element designs for the Map Mode screens. I worked closely with our creative director to present a first iteration low-fi prototype, followed by a second iteration based on stakeholder feedback.

Design Updates: Stakeholder Feedback & Budget Limits

As production discussions about the 3D animations developed, it became clear that animations in both Map Mode and Window Mode would go beyond the client's budget.Our team reworked the AR experience again: Map mode would show static photographs and video content. Budget-intensive 3D animations would be accessible in Window Mode only.

The animation timeline scrubber, while liked by stakeholders, was too much of a reach for this project. We shelved the idea and removed interactivity within the animations.

Designing: Window Mode

After playing around with visual elements like lens reticles, binocular vignettes, radar widgets, and informational text, I brought together different treatments of these features into a set of style frames for the museum team to review.

Finalized Window Mode Design

The museum team chose the binocular-view style for its hyper-realism and similarity to how the observation deck crew witnessed the attack events. For visual cleanliness, we chose to drop the lens reticle and further simplify the radar widget.

Testing & Handoff

Delivered Designs

I prepped a dev-ready file with annotations and handed it off to our Unity team. Throughout development, I worked closely with them to ensure fidelity between my Figma designs and the application, flag design discrepancies, and document buggy behavior.

The AR experience is now live at the Pearl Harbor Aviation Museum, educating and engaging visitors daily.

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