An interface app ecosystem that facilitates meaningful moments through realtime shared experiences.  


Design an app ecosystem experience across multiple devices.


Interface Design II 

Spring 2020

10 Weeks


Emma Brennan, Jubilee Cho,

Timothy Chong, Annie Vuong, 

Clarence Leung 

+ Annabel Lee


Thomas Ham


User Research, Figma, Illustrator  After Effects 

+ Principle

Welcome View.jpg


This short video I created shows the ins and outs of the final app. We wanted the feel of this video to match the personality of the app. Using the tittle from the logo as the "main character" creates a playful yet informative and clear storyline for viewers. 

Look + Feel

Initial our app mimicked the branding of the Burke Museum. When we shift the app to reach all types of natural history museums, we wanted Sift to take on it's own look and feel.


Our target audience for SIFT is middle school to college aged students. With that being said, we wanted to create a playful yet minimal interface.

Mood BoardBranding.jpg


Included in our visual identity was a set of 24 badges that users can earn while collecting the museum artifacts. Each group member helped to design this set of badges. They were the foundation of the visual personality for our app. 

Frame 6.jpg


We wanted to get a feel for the environment of the Burke Museum. We visited a number of times and were specifically on the look out for something we thought needed fixing or could be improved about the experience. After our initial trip, we began to brainstorm and came up with three potential directions for our app. 


Initial Concept

After experiencing the Burke for ourselves, we sat down and decided that the goal of our app was to encourage independent learning and curiosity. We sketched out initial frames and drafted a "how might we" statement. 

Mental ModelMentalModel.jpg

Mental Model

The task flows and mental model show the fluidity between key screens and actions within the app. Although there are buttons used in some aspects of our interface, most actions can be done with a simple swipe. 

First Iteration

In our first go, we focused solely on designing an app for the Burke Museum. During our user testing, we found that there were too many buttons or 'taps' in the flow between screens. When going back to make changes, we focused on simplifying the flow and refining the visuals as well. Later in our process, we shifted the app to work with any natural history museum. 

Frame 2.jpg

Final Task Flow


1. Begin museum experience and collect items

With the help of AR, the user's museum experience begins using their ticket to recognize the museum they're in and then uses the onboarding experience to teach them how to use the app. After that, the user can capture and learn about artifacts thought the museum. Capturing items in certain categories will earn them badges. 

2. View collection and find hints 

The users captured items live in their collection. The goal of this is to urge users to come back to a museum and look at everything. If they are missing something, they can receive a hint by tapping on a locked box. 

3. View profile and share badges 

The profile provides both a place to store badges and navigation to view collections at other museum visits. From the profile the user can also are the badges they've earned by taking a photo and using the badges as stickers. 

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