AI Interaction
Behavioral Design
Dialogue Systems
Platform
Mobile Interface
Type
Conversational AI ·
Team Project
My Role
UX & Interaction Design — designed a proximity-aware, multi-modal conversational interface that gives public art a voice and visitors a reason to stop
Skills
Conversational UX,
Interaction Design,
AI Interaction Design,
Experience Design,
Speculative Product Design
Overview
Art is everywhere but it almost always speaks in monologue. Visitors look, nod, move on. In a world where every digital product teaches, guides, and argues with you, art still offers no space to ask what you actually want to know.
Outcome
A proximity-triggered conversational AI that gives art a voice, in the artist's own words. Tap, ask, discover. The interface disappears so the work doesn't. What happens to the museum experience when the label becomes a conversation?
On walls - in streets - in galleries, but too often, it whispers instead of speaks.
Visitors look, nod, and move on. Curiosity is sparked, but rarely answered. Emotion is felt, but rarely voiced. We wanted to change that. To reframe art not as something you just see, but as something you can talk to.




Proximity-based unlocking
Artwork stays silent until users approach. This prevents overload and adds a sense of reveal, making the interaction feel alive.
Conversation Interface


Silence isn't neutral. In design, it's a choice and usually the wrong one.
We didn't set out to redesign the museum experience. We set out to answer one quiet observation: why do people take photos of art they'll never look at again? The answer, it turns out, isn't that they don't care. It's that they have no way to care out loud.
The proximity trigger, art staying silent until you're close enough to engage taught us something about pacing that screens rarely get right. Not every interface should greet you the moment you arrive. Sometimes the most powerful interaction is the one that waits.
ReFrame isn't really about art. It's about any experience where meaning exists but access doesn't, education, cultural spaces, public infrastructure. The design question is always the same: who gets to participate, and what are we asking them to give up to do it?
Designing for conversation means designing for vulnerability. People ask questions they'd never say out loud to a docent. That openness is the product. Protect it.








