Digital Temple

Digital Temple

An interactive classroom designed for immersive learning


Digital Temple cover image

Overview

From architectural space to speculative UX—this project explores how design can best faciliate the learning of foreign & esoteric subjects. I was the project manager and product designer for a series of educational websites focused on Kaihua Monastery. The site itself features annotated images, virtual gallery, interactive 3D models, and learning games to explore Buddhist art history.

Organization

Harvard FAS CAMLab

My Role

Product Designer, Project Manager

Year

Jun 2022-Feb 2024




Context

Vision illustration

Do you know 85% of Buddhist temples worldwide are unprotected and not open to the public?

There is little to no digital data on Kaihua Monastery, and we can only learn about this hidden heritage site from the research of few scholars.

Vision

Vision illustration

Our goal was to innovate traditional ways of online learning, and make it easier for a global audience to understand the storylines and appreciate artworks in the digital world.

We are devoted to preserving and revitalizing the digital assets of the fragile Buddhist art heritage.




Design Challenge


How might we make medieval Buhddist art more accessible and engaging for a global audience through digital experiences?




UX Research

10+

25

140+

Deep User Interviews
Zoom Workshops
Survey Forms

After conducting in-person user interviews with students, scholars, and public audiences, hosting Zoom meetings with the Harvard Art History research team, collecting Google form survey data, and creating user journey mapping, we identified and understood current users' needs and learning goals.

UX research diagram

Problems & Opportunities

Working closely with scholars, we realized that academic researches are layered and labyrinthian, yet graphics are usually very upfront. How might we preserve the depth of scholarship without overwhelming the user?

Problems and opportunities diagram

By analyzing the research data above and conducting card sorting to narrow down our scope, we found four main opportunity spaces we'd like to address in the higher education tech space:

1. Subject matter: lack of accessibility, difficult to comprehend.
2. Design: Lack of interest from general public; limited visual clarity for academic content
.





Design Solutions

This project asked how we might turn a sacred, ambiguous architectural site into a speculative, interactive experience—without flattening its meaning or imposing a fixed narrative.



Solution 1: Spatial Experience--Make 2D into 3D

Collaborating with CG artists, historians, and architects, we brought the monastic space and the murals online with fast-loading, interactive 3D.





Solution 2: Layering Information

Addressing user painpoints from researchers who had to jump between platforms to access different types of data, we layered research, spatial data, and multimedia content into one single interface, all accesible in their native environment.





Animated demonstration of interactive annotation feature.

Solution 3: Interactive Annotation

We combed through the complex mural images and divided the narrative into small modules. Through user testing, we found out that this is a much more engaging way to learn. Students showed better understanding of the storyline and did better in image-text matching tests.





Solution 4: Gamify Learning

We designed learning games into the experience. Users can complete a 16-scene graphic and text matching quiz based on what they've learned and share the results on social media.

Animated demonstration of interactive annotation feature.




Animated demonstration of interactive annotation feature.

Solution 5: Archive Everything

A consolidated archive of high-resolution images categorized and labeled: This feature speaks directly to the use case where scholars navigate the site for research and bibliography-writing purposes.




Information Architecture

Information Architecture diagram

Wireframes

Design System

An infograph showing branding guidelines


Usability Testing

Moving through rapid animated prototyping, we conducted 5 rounds of interviews with 40 participants after establishing our usability testing metrics. We identified 35 issues and devised 18 actionable items.

Our design team identified UI challenges, usability issues, and under-addressed painpoints, leading to targeted improvements in subsequent iterations.


1. Improving Spatial & Narrative Clarity


Information Architecture diagram

We made major upgrades to the interactive annotation components. Improving spatial and narrative clarity.




2. Fast-load, intuitive, lean


Information Architecture diagram

We made major upgrades to the interactive annotation components. Improving spatial and narrative clarity.






Museum Exhibitions & VR

Alongside the digital application, we also curated physical exhibitions at Harvard University and in various museum spaces in Asia, featuring art installations, immersive theater, and academic events.

Installation shot of Digital Temple at the exhibition space CAMLab Cave, Cambridge, 2023
Installation shot of Digital Temple at the exhibition space CAMLab Cave, Cambridge, 2023


We also crated complimentary VR experience, where users can view the temple in 360 degree mode through either their tablets or VR goggles.



Impact

+90%

1.1 M

1535

+4

Satisfaction
Views
Likes on Instagram
New Collaborations


Vision illustration

After the project launched, user interviews revealed that 90% of participants gained new knowledge about Buddhist art through the Digital Temple experience.

On Instagram, the project reached over 1 million views, received 1,535 comments, and sparked collaboration inquiries from 4 research institutions and art organizations.

Engagement continues to grow steadily.



Reflections

Aside from much rumination over content, I was also interested in exploring those 4 topics through this project:

Visual design with and through creative technology
As a small media lab, we try to connect creative tech with academic research as well as public interest. Visual design is the bridge that connects them.

Making complexities simple
Academic researches are layered and labyrinthian, yet we realize graphics are usually very upfront. How does the latter convey the former?

Multidisciplinary collaboration, done remotely
How do you talk to, make request from, and send assets to developers, architects, scholars, visual artists, writers, and those who come in to play test?

Managing is a maker's skill
Alongside of designing, I also acted as the project manger. It felt very different to be in a managing role.

© Hand coded by Yanxiu Luo 2025