MSc HCI · Industry partner project

Russborough House — inclusive heritage

A 300-year-old Palladian house holds world-famous art behind granite steps, stairs-only upper floors and guided-only tours. We designed MusePlan — a companion app that makes the visit predictable before arrival and adaptable during it, without touching a protected building.

My role UX Researcher & Designer
Context MSc HCI, UCD · 2025
Team Four designers, two site partners
Outcome MusePlan, five-feature app
Russborough House cover
The challenge

How can a house built to display privilege become a space of genuine inclusion?

Speaking to the curators, we learned that access to Russborough's treasures is uneven. Visitors with disabilities, families of children with SEND, neurodivergent individuals and younger, more diverse audiences all face barriers that limit meaningful engagement — turning a shared cultural treasure into an inadvertently exclusive space.

Key barriers
Physical inaccessibility The upstairs bedrooms are reachable only by stairs, and conservation law prevents installing lifts.
Sensory mismatches Exhibits rely heavily on sight and sound; the gardens lack interpretive or interactive elements.
Digital underuse Existing tools like Smartify and audio guides don't support tactile, signed or child-friendly interaction.
Cognitive overload Traditional tours assume linear learning styles and long attention spans.
Constraints we designed inside
No structural changes No touching objects Guided-only tours Foundation-funded budget

Rather than limitations, we treated these as creative design prompts — pushing us toward sensory adaptation, spatial storytelling and intermediary perspectives instead of building work.

Who we designed for Children and young families · Neurodivergent individuals · People with mobility or sensory impairments · School groups from diverse backgrounds
Partners & team
Pauline Swords Head of Collections & Conservation

Her input shaped our approach to accessibility and emotional engagement. As she put it, Russborough isn't just about viewing objects — it's about atmosphere and memory.

Dr. Sarah Coviello Assistant Curator

Leads collections care, public learning and outreach. Her enthusiasm for openness and innovation made her an invaluable collaborator through every review.

What I owned

A four-person team — Tanushri Tandon, Katie Devitt, Lipeng Wang and myself. My focus was accessible, user-centred design: running interviews and thematic coding, developing three of the twelve ideation concepts, and shaping the accessibility layer of the final app.

Interviews Thematic analysis Ideation Co-design workshops Accessibility spec
Research

Mixed methods: semi-structured interviews with parents of SEND children, teachers and psychology professionals, plus a visitor survey distributed through the partners' outreach channels. Interviews were coded in MAXQDA using reflexive thematic analysis (Braun & Clarke, 2021); survey data was mapped onto the interview-derived themes to triangulate them.

Questions avoided deficit language throughout, and we kept reflexive journals to surface our own bias. The guide was piloted internally and revised for tone and emotional sensitivity before it went near a participant.

Objective 01 Barriers and enablers in heritage accessibility

Investigating the physical, sensory and structural limitations of a site like Russborough, and identifying design opportunities inside them.

Objective 02 Engagement of children with SEND

Understanding how they experience museums — sensory sensitivities, cognitive diversity, and the support structures that enable interaction.

Objective 03 Inclusive potential of digital tools

Evaluating how mobile apps, virtual tours and personalised interfaces can adapt traditional heritage experiences to diverse learning styles.

What participants told us
Parent

"If there was a big group of 30, I wouldn't even go."

Advance reassurance and routine-building are decisive. Large groups amplify sensory stress; smaller, calmer formats are far more inclusive.

Teacher

"If it's completely free, they might not do anything. But if you give a small little activity to guide them… they'll engage more."

Autonomy has to be balanced with structure. Digital tools were welcomed as long as they supported learning rather than distracted from it.

Psychologist

"A lot of neurodivergent individuals like to know when something has a start and an end."

Noise, lighting and unpredictable crowd movement trigger discomfort. Predictability is not a nice-to-have — it determines whether the visit happens at all.

Survey findings · 33 respondents
74% wanted information in advance about what the tour would be like — visual itineraries, videos or outlines.
61% rated multiple information formats — visual, audio and text — as highly important (4 or 5 out of 5).
55% named crowds and queuing the most challenging aspect of a museum visit.
Guided house tour the most popular visit type — so the guided experience itself had to become the accessible one.
Confusing layout Crowded conditions Overwhelming information Inflexible schedules Limited rest areas High admission costs

"More interactive — my sons dislike museums usually because they don't want to stand and read everything."

Six themes

Reflexive thematic analysis of the interview transcripts produced six themes. Everything downstream — personas, HMW prompts, feature set — was derived from these.

01

Predictability and pre-visit preparation supports engagement

Preparing SEND children in advance reduces anxiety and increases confidence — accessible pre-visit resources are the single highest-leverage intervention.

02

Adaptive support for emotional and sensory regulation is essential

Quiet spaces, reduced crowding and flexible pacing for children who become overwhelmed — adaptable sensory environments rather than fixed ones.

03

Communication accessibility and inclusive content foster participation

Verbal-only delivery and dense text are barriers. Participants advocated for visuals, symbols and plain language.

04

Flexibility and autonomy promote comfort within structure

Tight schedules hinder enjoyment. Greater freedom to move, explore and self-pace was consistently requested.

05

Creativity and play foster positive emotional connections

Visits were most impactful when they encouraged imagination and self-expression. Children responded to playful, creative environments.

06

Technology enables interaction when access needs are met

Well-designed digital tools aid focus, engagement and communication — but only when they're accessible in the first place.

Three personas

The six themes became three personas representing the user groups we carried into ideation, each with an empathy map translating the themes into what they think, say, do and feel.

Child with SEND Jack, 7 Student · Smart, curious, shy

Jack loves history and learns best through visuals and hands-on activities. Autistic with ADHD, he thrives on clear routines, finds transitions overwhelming, and needs quiet breaks to stay regulated.

"I'm bored, they're just talking. Can I go outside for a break?"

Needs
Predictability and structureSensory regulationClear, consistent communicationTime to process information
Challenges
Loud, unpredictable environmentsDense text or abstract conceptsStaff unaware of neurodiverse behaviourTransitions between exhibits
Preferences
Visual schedules, storyboards, preview videosInteractive exhibitsExploring at his own paceClear instructions
Empathy map
Thinks — "This is confusing, I am lost. I wish I could just explore on my own." Does — Zones out to protect against overstimulation; looks for quiet corners. Feels — Overstimulated, then bored; relieved in a quiet or familiar space.
Neurodiverse adult Maya, 29 Retail assistant · Creative, inquisitive, eager

Maya is autistic with sensory processing differences and enjoys museums when they're calm and accessible. She prefers plain language, uncluttered visuals and audio guides.

"Can I just explore at my own pace?"

Needs
Clear, concise textAdvance preparation materialsControl over pace, path and noise levelsReduced cognitive load
Challenges
Crowded or cluttered displaysStaff unfamiliar with different needsLoud or confusing spacesGroup tours are tiring and stressful
Preferences
Guides in audio, text or picturesChoosing what to see, skip or repeatCalm spaces and informed staff
Empathy map
Thinks — "Where's the quietest route? Do I have to go through everything in this order?" Does — Avoids group tours; lingers at exhibits of interest and skips others; may leave early. Feels — Drained from social masking; anxious when expected to follow rigid paths.
Child with a physical disability Tommy, 10 Student · Resilient, curious, shy

Tommy uses a wheelchair and enjoys hands-on exhibits. He's independent but faces barriers like steps and high displays. Accessible spaces and supportive staff help him feel included.

"It's not fair that I have to miss part of the tour. Wait for me!"

Needs
Step-free routes with ramps and liftsExhibits at reachable heightsRest areas throughoutAccessible toilets
Challenges
Stairs, narrow paths, high displaysArtefacts visible only from standing heightLong, tiring routes without breaksBeing separated from peers
Preferences
Activities that include everyone equallyPaths easy for wheelchair usersInteractive exhibits usable without standing
Empathy map
Thinks — "Will my wheelchair fit? I hope someone notices I need help, but I also want to do it myself." Does — Waits behind while others move on; avoids exhibits he can't reach, even when interested. Feels — Isolated from the group; like his disability is an inconvenience to others.
Ideation

Each theme was reframed as an opportunity rather than a fixed barrier, using a single formula. Twelve concepts came out of it — three per team member — sketched in Procreate, Balsamiq and Photoshop before any of them were judged.

How might we+ intended actionfor+ userso that+ desired outcome?
Preparation

How might we help SEND pupils predict and prepare for their visit ahead of the tour, so they are more comfortable?

Sensory support

How might we create calming, flexible spaces within Russborough for visitors with sensory sensitivities?

Adaptable communication

How might we create personalised digital solutions that adapt to each visitor's communication style?

Flexibility

How might we embed flexible options in group tours to support autonomy and reduce pressure?

Creativity

How might we provide activities for SEND children that encourage expression?

Technology engagement

How might we use technology to support engagement and autonomy for SEND students and visitors with disabilities?

My three concepts
Digital Welcome Guide An onboarding tool with visual and audio introductions to the site, preparing SEND visitors for what to expect and reducing pre-arrival anxiety.
Sensory-Friendly Navigation Tool A tactile and visual interface guiding users through the site with minimal cognitive load — clarity, predictability and easy orientation.
AR Museum Assistance An AR layer overlaying guidance, captions and interaction tips on physical displays, offering layered content at the user's own pace.
Twelve to three

A dot-voting session in FigJam scored every concept against the themes and personas. Three survived, were wireframed, and went into a 45-minute peer workshop with three fellow MSc HCI students — dot voting plus a concurrent think-aloud, so we got both preference and reasoning.

Pre-Planning & Support App

Personalised accessibility planning before and during the visit — preview tour options, set visual and audio preferences, access real-time support.

Strongest support
Visitor Storyboard Tool

Capture and share the visit through photos, drawings and written reflections — emotional connection and self-expression in a shared group space.

Carried forward
AR Discovery Tool

Scan an exhibit for 3D models, audio stories and layered digital content — immersive, self-paced exploration of the collection.

Not progressed
What peers pushed back on
"Not sure how to join the tour guide on the app." "Something easier for people to interact with rather than learn." "Option to choose — maybe have different modes to cater to neurodivergence or physical disability."
What we changed
Improve clarity — walkthrough screens and a brief welcome guide so each feature explains itself. State the problem — landing pages redesigned with plain-language headers. Familiar over novel — prioritise recognisable interactions over AR that needs training. Personalise, don't pile on — serve every persona without cluttering the interface for any of them.
The decision

We killed the AR concept — and merged the other two

The co-design session with the Russborough team dissected features rather than whole prototypes, which is what made the call obvious. AR read as gimmicky and overstimulating, overlapped with the Smartify system already in place, and raised safety concerns. Structure and storytelling were what the site actually needed.

Most positively received Pre-planning & on-tour support

Praised for clarity, routine and inclusivity. Seen as practical and scalable for enhancing SEND accessibility.

Strong support Storytelling & engagement

Valued for emotional impact and creativity. Encouraged reflection and connection, especially for neurodivergent users and children.

Least supported AR-assisted information

Gimmicky and overstimulating, misaligned with user needs, duplicating Smartify. Dropped at this stage.

The solution · MusePlan

Five features, each traceable to a theme. A booking code links the visitor to their tour group at onboarding — content stays relevant, group uploads are prioritised, and captioning can be group-specific. No code still gets you the public features.

01

Pre-planning & Preview

The home base after login: fill out the accessibility form, meet your tour guide, and see what there is to do. It doubles as the return point after any action or error, so users always land somewhere structured.

02

On-tour Support

Room-by-room artefact descriptions and live captions during the tour, supporting both focused listening and independent exploration. A discreet assistance button lets a visitor alert the guide they need a break — without disrupting anyone.

03

Storyboard

A shared reflection space where visitors upload photos, captions and reactions tied to their visit — a living archive of multi-perspective heritage experiences, browsable with or without a group.

04

Camera

Capture an artefact or corner that mattered, add a reflective caption, publish it to the storyboard. Documentation without interrupting the flow of the visit.

05

Profile

A lightweight support hub: revisit the accessibility checklist, manage tickets, adjust settings, get help navigating the app. Deliberately shallow.

The accessibility checklist

A plain checklist — quiet zones, wheelchair access, permission to bring sensory aids like headphones — reachable from both the home screen and the profile, because people navigate differently. On submit it goes straight to the Russborough team ahead of the visit, so staff can prepare rather than improvise.

Interface decisions
Fixed horizontal bottom nav, icon plus label, for low-effort access to all five features (Santos et al., 2011) Large, rounded assistance button placed for reach, following Fitts's law (Bi et al., 2013) Card previews favour recognition over recall for neurodiverse users and children (Nielsen) Breadcrumbs and consistent back buttons so multi-step tasks stay legible (WCAG 2.2, 3.2.3)
Design system & architecture
Colour
#F9F9F9
#E29C9C
#8C2B34
#555050
#353434
#2D2D2D
Typography · Poppins
Header 22px Sub header 20px Body content 18px Sub-text 14px
Accessibility guidelines
Customisable text size and caption settings, so readability and language are the user's call. Screen-reader-compatible components built on semantic HTML and accessible labels. Minimalist layouts to reduce cognitive load and sensory overwhelm. WCAG-compliant contrast ratios throughout, for low vision and colour blindness.
System architecture

React Native and Firebase, with five microservices behind an API gateway — user, content, accessibility, websocket captioning and media. PostgreSQL for records, MongoDB for artwork metadata, MinIO for media. Booking-code access, real-time storyboards and downloadable content, reflecting the co-design priorities of predictability, inclusion and creative agency.

Final design · key flows

Onboarding and registration, home and search browsing, the exhibition grid, the AR scanner, artefact detail with an audio description, and the visitor's own journey profile.

Russborough Launch screen
Launch
Russborough Guide page screen
Guide page
Russborough Register screen
Register
Russborough Home screen
Home
Russborough Search screen
Search
Russborough Exhibition screen
Exhibition
Russborough AR scanner screen
AR scanner
Russborough Artefact details screen
Artefact details
Russborough Your journey screen
Your journey
Making it real

A design that a small foundation-funded team can't operate isn't accessible either. We handed over a fourteen-month rollout covering staff training, operational workflows and infrastructure — not just a prototype.

Months 1–3 Foundation — stakeholder alignment, technical architecture, UI/UX and journey mapping, environment setup.
Months 3–6 Build and integration — backend and frontend development, CMS integration, internal testing, security audits.
Months 7–8 Staff preparation — training and certification, a dry run with staff, then testing with invited SEND families.
Months 9–12 Limited beta — soft launch with 50–100 opt-in families, active feedback and rapid fixes, expanding to 200–500.
Months 13–14 Public rollout — launch with onboarding support, analytics-driven refinement, plan for long-term sustainability.
Operational workflows
Pre-visit support — two staff hours a week for accessibility consultation by email or phone. Tour modifications — a flexible pacing protocol allowing a 15-minute extension where needed. Assistance response — five-minute initial window, escalating to a secondary contact if unacknowledged. Feedback loop — weekly accessibility review for the first three months, monthly thereafter.
Infrastructure & risk
Mesh WiFi through house and gardens, BLE beacons for location content without GPS. A tablet lending station and discreet charging points for visitors without a phone. Offline-first design and printable backups against technical failure mid-tour. "Digital champions" among staff and co-design involvement to counter resistance to change.

What I took from this one

Designing for a protected building taught me that constraints are the brief, not an obstacle to it. We couldn't move a stair or let anyone touch an object — so every gain had to come from preparation, adaptation and giving people control over their own pace.

It also taught me to kill work that tests badly. The AR concept was the most technically exciting thing we built, and it was the right thing to drop.

Future directions A child-oriented interface with a parent dashboard, and AR reintroduced only if it can be developed in line with heritage and government policy.
EduFusion → GadgetGo → ← All projects