Arief, FadilahChampion, Erik MalcolmCampana, StefanoFerdani, DanieleGraf, HolgerGuidi, GabrieleHegarty, ZackaryPescarin, SofiaRemondino, Fabio2025-09-052025-09-052025978-3-03868-277-6https://doi.org/10.2312/dh.20253213https://diglib.eg.org/handle/10.2312/dh20253213This paper describes a case study undertaken in Indonesia with a local naval museum (Jakarta Maritime Museum) to explore how low-cost Augmented Reality (AR) tools can be employed by local museum professionals to create engaging serious games and related apps for the general public. Participants sketched prototypes and were shown how to develop initial sketches and convert into AR. We evaluated prototyping tools such as FigminXR and workshopped AR games that were developed by museum professionals and community members. As part of this project, we created a workflow and templates for museum staff to visualize their AR games and ideas for museum exhibitions and collections in digital format. We created reusable assets and templates. Our templates and assets were initially tested with Niantic Studio and transferred to Glitch with multi-image tracking and A-Frame using HTML and JavaScript. We also conducted training sessions in Blender and Niantic Studio with high school students (although there were limitations). As part of the eventual outputs, we created a workflow for schools and museums to develop low-cost AR solutions that did not require advanced programming or design skills.Attribution 4.0 International LicenseCCS Concepts: Human-centered computing → User interface toolkits; Mixed / augmented reality;Walkthrough evaluations; Systems and tools for interaction designHuman centered computing → User interface toolkitsMixed / augmented realityWalkthrough evaluationsSystems and tools for interaction designAugmented Reality Workflows and Prototype Tools for Museums10.2312/dh.202532139 pages