Designing Accessible Experiences

Case Study: The Museum App

Creating a user-centered, engaging mobile app that invites exploration, collaboration, and learning.

CONTEXT

While many museums use a website to share information with prospective visitors, few provide engaging flows or resources to enhance the user experience. Through competitive research, I identified the following key pain points: confusing museum maps, complicated ticket purchasing, lack of trip-planning features, and difficulty accessing event and accessibility information. This project aimed to design an app that would make discovering exhibits, planning visits, and exploring museum spaces more accessible, engaging, and user-centered.

GOALS

  • Design an app that simplifies trip planning, museum exploration, and ticket purchasing.

  • Create interactive, easy-to-use features that accommodate a variety of visitor needs.

  • Ensure accessibility, clear navigation, and engaging exploration options.

PROCESS

User Research

  • Conducted user interviews to identify motivations and frustrations with current museum apps.

  • Developed three personas:

    • Parents: Need to schedule, plan, and budget family visits.

    • Regular Visitors: Want updated information about events and options to invite friends.  

    • Tourists: Need fast, affordable ticketing, planning tools, and accessibility information.

Storyboard and Journey Mapping

  • Mapped typical user journeys to identify points of confusion or friction.

  • Storyboarded ideal scenarios for planning, visiting, and discovering exhibits.

Competitive Audit

  • Analyzed museum apps and noted common UX pain points: overwhelming content, poor interactivity, unclear ticketing systems. (See Report).

Design and Prototyping

  • Created low-fidelity sketches, hand-drawn wireframes, and digital wireframes.

  • Focused on designing an Itinerary Builder allowing users to select and organize exhibits they want to visit.

  • Built a functional low-fidelity prototype for usability testing (Test Prototype).

Usability Testing and Iteration

  • Conducted usability study with participants across target demographics.

  • Key insights:

    • Need for sharing and collaboration features for group planning.

    • Language and icons required improvements for clarity.

    • Museum exploration features needed better structure to avoid overwhelming users.

  • Major changes post-study:

    • Enabled users to invite friends when starting an itinerary.

    • Redesigned the Visit Button to guide users through trip planning instead of direct ticketing.

    • Added a Categories Page as the launch point for museum exploration to reduce user overload.

OUTCOMES

  • Improved clarity and confidence in trip planning by reorganizing ticketing and visitor information.

  • Enhanced collaboration options for groups and visitors interested in inviting friends.

  • More engaging discovery experience with categorized exploration paths.

  • Created a prototype showcasing a user-centered approach that emphasizes ease, flexibility, and accessibility.

REFLECTION

This project highlighted the importance of balancing engagement with usability. Visitors want to explore museum offerings online, but they also need clear guidance to plan efficiently and feel confident about their trip. Designing flexible paths (through itinerary building and categorization) reinforced my understanding that great UX empowers users without overwhelming them, a principle especially critical in large information ecosystems like museums.

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