TEMI Robot + AR/VR Hologram Interface Work
Software and interface work on TEMI robot experiences, AR/VR holograms, volumetric analysis, and digital humanities applications.
- ↗ Worked on software and interface improvements for TEMI robot experiences.
- ↗ Explored AR/VR hologram and volumetric interface concepts for cultural and educational contexts.
- ↗ Strengthened experience in human-computer interaction, immersive technology, and digital humanities applications.
Overview
At the University of Arizona Center for Digital Humanities, I worked on improving the TEMI robot experience and exploring AR/VR hologram interfaces using volumetric analysis.
The work connected software, user experience, robotics, immersive technology, and cultural context.
It gave me early experience thinking about technology in spaces where the goal is not just efficiency or novelty, but learning, memory, access, and engagement.
The problem
Digital humanities projects often need technology that feels accessible, meaningful, and usable in cultural and educational spaces.
A robot or hologram is only valuable if the interface supports the actual experience.
That means the technology has to respect:
- Audience context
- Accessibility
- Interaction flow
- Cultural sensitivity
- Educational value
- Ease of use
- Space and environment
- The purpose of the story being told
The design challenge was to make advanced technology feel useful rather than distracting.
My role
I contributed as a student software developer, working on robot functionality, user-interface improvements, and AR/VR hologram concepts connected to CDH, the African American Museum of Southern Arizona, and Africana Studies contexts.
My work included:
- Supporting TEMI robot experience improvements
- Thinking through user-interface interactions
- Exploring AR/VR hologram interface ideas
- Working with volumetric and immersive experience concepts
- Connecting technical implementation to cultural and educational use cases
This role broadened how I thought about software: not just as a tool for productivity, but as a medium for experience.
Interface and experience lens
The most important design lens was context.
In a cultural or educational setting, users may not be technical. They may be visitors, students, educators, museum staff, or community members.
That means the interface has to be:
- Clear
- Respectful
- Guided
- Reliable
- Easy to approach
- Meaningful in the environment
The goal is not to show advanced technology for its own sake. The goal is to create interaction that supports learning, memory, and engagement.
Visual proof

TEMI robot and AR/VR hologram interface work.

Volumetric interface and hologram experience concept.

Digital humanities technology and museum interaction context.
What I learned
Immersive technology works best when it respects context.
The goal is not to show advanced technology for its own sake. The goal is to create interaction that supports learning, memory, access, and engagement.
This experience helped me think more deeply about human-computer interaction. It also shaped how I approach later product work: the user experience has to fit the environment, not just the screen.
