Vuevelo
Sisa Bueno
Vuevelo
Wolfsonian Museum at FIU

Vuevelo uses AR to overlay various forms of media that visitors can interact with for a deeper exploration of featured works of art. Museums, galleries, and artists can share relevant media (images, sketches, writing, behind-the-scenes videos/audio, etc.) related to the artwork to feature in the Vuevelo app to showcase the artistic process and provide additional contextual information for visitors/users in real time.

I hypothesized that a platform like this could help keep art providers connected with their audiences by providing a centralized and convenient tool to increase engagement within art spaces. Creating an AR platform that is as accessible as possible via a variety of mobile devices is the main priority, so that a variety of people can use Vuevelo.


Richard Lapham, AR Developer
Maria Fang, UX Researcher
Carlos Martiel, Performance Artist
Yucef Merhi, Digital Curator at the Wolfsonian Museum
The entire Wolfsonian Museum Staff
Kevin Ewing, Arts & Public Policy Scholar


  • AR
  • App
  • Unity game engine
  • Website
  • Database
  • Archive
  • Collections Management Systems
  • Images
  • Videos
  • Audio
  • User-generated content
  • Audience engagement
  • Visual art
  • Ephemera
  • Performing arts
  • Database
  • Education
  • Experiment
  • Prototype
  • 3-6 months
  • $10-$25k
    N/A

Briefly describe your project’s timeline and development.

My team created a digital prototype of the Vuevelo platform (app and website) and completed two case studies for user testing in less than six months. The first case study focused on testing the user-facing app that art lovers would download onto their own devices. During the Havana Biennial Arts Festival in Havana, Cuba, Vuevelo partnered with Cuban performance artist Carlos Martiel for testing purposes.

All of the contextual media files related to Martiel’s Havana performance were uploaded into the Vuevelo app, including two video and audio interviews with the artist, videos and images of his past and related works, and images of Carlos’ own sketches of this new piece. Through Vuevelo, curious onlookers were able to have this additional content at their disposal in real time during the entire one-hour performance.

The second case study for Vuevelo was conducted at the Wolfsonian Museum at Florida International University in Miami. By this time, Team Vuevelo built the upload dashboard to test the functionality of the platform that is exclusively for art providers. As the art provider in this case, the Wolfsonian staff used the website dashboard to upload their contextual media for five art pieces that they wanted to feature on Vuevelo. Feedback was positive and constructive from user testing with museum staff and decision makers.

What do you think went really well?

Feedback for Vuevelo was validating and enthusiastic. The audience at the Havana Biennial was delighted to have Vuevelo available to them, as there was very little signage and information provided during the art festival. They most notably appreciated feeling a one-on-one connection with Carlos by having a full understanding of what his piece was about seemingly directly from him.

For the second user testing session with the Wolfsonian Museum, we built our dashboard so that we could test the functionality of our DIY uploading platform. The Wolfsonian team used our dashboard to upload their media and we received positive and constructive feedback.

What were the outcomes?

Vuevelo is a project that is still in the prototype stage, therefore there are no additional outcomes to note as of yet. We will continue to iterate by conducting more users tests with more partners to finalize an MVP.

What was most helpful in pulling this project off?

Vuevelo could not have been created without the Unity game engine, as well as the direct contributions of the artists and curators that provided the supplementary narratives to the main artwork that is being focused on.

Based on your experience, what advice do you have to share?

Creating an AR platform that is as accessible as possible is the main priority. That said, it has proven imperative to design Vuevelo in a way that enables many devices to run the app. The interface and graphics used must be simple enough to run on iPhone 7 devices, as the majority of iPhone users are not using the most recent Apple device. This goal of wide accessibility added a few more hurdles to our design process, but ultimately we were able to create a dynamic design that works and is appealing. Given the superior capability of iPhone 12, I recommend restraint in designing solely for iPhone 12 users so that a wider audience can enjoy the experience.

Another major challenge for AR developers to keep in mind is the ability to create an accurate location-based experience at a specific latitude, longitude, and altitude. Apple's AR Kit is the leading AR software, and in its most recent iteration of AR Kit 5, they launched the "Location Anchors" feature—but it only applies to major landmarks in major cities (i.e., Times Square). Although this is an improvement, there is still more work to be done in order to achieve precision for all geographical points. Visual target activation is still the most reliable way to generate an AR experience.

Do you plan to continue this project?

Thanks to this project, I am now pursuing a public art AR platform for outdoor experiences, because AR tends to perform best for most audiences in vast open spaces. I will continue to iterate by conducting more user tests with more partners to finalize an MVP.


This case study was generously contributed by
Sisa Bueno
Wolfsonian Museum at FIU
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