Lead UI/UX Designer
2022–2023
Figma, WordPress, Javascript, CSS3, HTML5
Overview
The Sonic Palimpsest is a live, publicly accessible interactive soundscape map commissioned by the University of Kent and University of Greenwich. The project allows users to explore the history of Chatham Historic Dockyard — from its founding as a working naval yard in 1547 to its closure in 1984 — through location-based audio stories drawn from diaries, oral history archives, and written accounts.
As Lead UI Designer and Web Developer, I was responsible for designing the complete user interface, interaction model, and user flow — translating complex academic research and archival sound compositions into an intuitive, immersive digital experience accessible to a wide public audience.
The live product is publicly accessible at sonic-palimpsest.org.uk and credited: “Web design and development by Sade Adesida and Allen Tullett.”
The Problem
User Pain Points
Academic research and archival audio had no public-facing interface — the content existed only in academic outputs
Complex historical data spanning centuries, themes, and geographic locations needed intuitive and accessible organisation
Users unfamiliar with the dockyard needed clear onboarding before exploring the map
Audio content needed to be surfaced naturally within a spatial, map-based context
Clear navigation between individual stories was needed without breaking map context
Mobile users had no guidance for landscape-only map interaction
Business Goals
Make 400+ years of Sonic Palimpsest research publicly accessible and engaging
Present dockyard history through an immersive and accessibility friendly, audio-first digital interface
Allow exploration by both century (1547–1984) and thematic category
Ensure the interface felt visually authentic to the heritage context
Build a live, maintained product for long-term public access from two universities
User Personas
David
53
History enthusiast & museum visitor
Moderate Tech Savviness
"I want to feel transported back to what this place actually sounded and felt like — not just read dates on a plaque."
GOALS
Explore the dockyard's history in an emotionally engaging, immersive way
Discover audio stories linked to specific physical locations on the map
Navigate freely by era or theme without needing a guide
PAIN POINTS
Dry, text-heavy historical content doesn't hold his attention
Unsure where to start when first opening an interactive map
Struggles to maintain context when jumping between stories
Priya
28
Postgraduate researcher / student
High Tech Savviness
"I need to navigate the archival content efficiently, filter by period, and find specific stories for my research."
GOALS
Filter audio stories by century and theme to support targeted research
Access sources and archival references linked to each story
Navigate between stories efficiently without losing map position
PAIN POINTS
Needs fast, structured access — not a leisurely explore experience
Frustrated by interfaces that don't surface source citations clearly
Needs the map and story panel to co-exist, not replace each other
Design Process
Research & Discovery
Prototyping Journey
Stage 1
Low-Fidelity
Stage 3
High-Fidelity
Final Designs
Design 1
Story Panel with Audio Player
A side-panel overlaying the map showing: archival photograph, year badge, story text, sources and citations, waveform audio player with play/pause/scrub controls, and prev/next story navigation. The map remains visible and interactive.
Design 2
Theme Filter UI
Centuries/Themes toggle with four visual category icons: Community, Craftsmanship, Growth & Experience, and International Relationships. Each theme maps to a distinct earthy accent colour used on the map markers.
Design 3
Mobile Landscape Onboarding
A full-screen rotate prompt shown on portrait mobile — an elegant, clearly illustrated handling of the technical landscape-only constraint. Dismissed automatically on rotation.
Accessibility & Inclusion
Outcomes & Impact
Reflection
What I Have Learned
Designing for academic/archival content requires deep domain collaboration — the UI must earn trust with heritage audiences, and that trust is built through visual authenticity as much as usability
Spatial interfaces (maps) require careful onboarding — users need a clear 'first move' before they can explore freely; without it, even motivated users stall
Audio-first UX is a distinct discipline — visual feedback for sound (the waveform) is as important as the player controls themselves
Heritage aesthetic choices are functional, not decorative — parchment tones and serif type signal authenticity to the audience and directly affect their perceived credibility of the content
What I Would Improve
Would conduct more usability testing with older, less digitally-fluent heritage visitors — the audience who visit Chatham Dockyard in person skew older than those reached in initial testing
Would explore a guided tour mode — a sequential audio journey for first-time visitors that leads them through stories chronologically or thematically
Would add a search function for story panel content to support researcher use cases — currently there is no way to search by keyword across the 30+ stories
Interested in working together?
I'd love to discuss how I can bring this same rigorous, human-centred approach to your team.
