Projected solution with impact:

Audio commentary and direction for installations. 

  • Audio commentary will provide more information on work and place them in context to the artist, period, and or related works

  • Commentary will also increase accessibility to sight impaired users.

The goal: 

Return to previous years’ attendance while drawing and retaining the new generation of museum-goers, while increasing accessibility.

Problem: 

While attendance is strong, Museums are experiencing an attendance shift in the past 5 years. The expectations of attendees is shifting and they want more from the exhibits and how they experience them.  To secure a strong attendance going into the future as they experience generational shift in attendance in past 5 years.

Research Questions:

5 Interviews across the ideal age group
(25 - 40).

  1. What motivated them to go to the museum

  2. Expectations of museums and events

  3. What would improve the experience for them

  4. Do they keep track of collections and artist tours

  5. Do they like sharing in this experience or is it a solo experience

  6. What was it like sharing this experience

  7. Previous experience with museums negative and positive

(colors represent different interviewees)

Ideal Journey Map

(mock up of ideal user journey having a positive experience)

Pain points

Segmented to the findings to find primary pain points among the interviewees.

  • Users generally enjoyed their experience but wanted more from the information presented for different reasons.

  • Small plaques have limited space for information

  • Ability to use the app to navigate the museum and view objects while sight impaired

Paper low fidelity mockup

(colors represent different interviewees)

Version 1

digital low fidelity prototype

Legend

User is unsure or confused

User conflict or severely confused

Successful user interactions

Feedback

  • Users had trouble finding the feature entirely

  • Menus and feature feel confusing

Goals

  • Adjust user flow for feature access

digital low fidelity prototype

Version 2 high fidelity prototype

Moved forward High Fidelity to due to the general success of the second low fidelity version.
User generally understand how to navigate to the feature and how to use it.

Second round testing going into the Hifi version.
Prototype

Actions

  • Flesh out screens and flow

  • Added branding and UI elements

Feedback from Users

  • Feature makes more sense

  • Would like to see icons on map

  • Would like to see how sharing would work in actual sync

  • (needs more work on UI in general)

Goals

  • Updates “Settings” Menu for UI elements

  • Updates UI elements

  • Work on map interactions

Takeaways

Impact:

Increase in the attendance of disabled users, while providing more contextual information asked for from previous attendees

Version 2

Legend

User is unsure or confused

User conflict or severely confused

Successful user interactions

Actions

  • Moved feature interaction closer to targeted content

  • Built out menus and screens

Feedback

  • Pairing device area still feels mildly confusing once encountered

Goals

  • Update Options in sync and setting menu to be more accessible

What I learned:

  1. Be mindful of how users may interpret interactions and also how I read into feedback given

  2. Locations of an interactions are just as important as the interaction itself

Feature

Users who wanted more contextual information presented an opportunity

  1. create a feature that provided more contextual information

  2. increase the museum’s accessibility and expand the traditional user base

Branding, Social, Illustration, Art Direction, Animation, Video Editing
Branding, Social, Illustration, Art Direction, Animation, Video Editing
Branding, Social, Illustration, Art Direction, Animation, Video Editing, UX
Branding, Art Direction, Production, Retouching
Typography, Retouching, Production,