Case Study

Gallerypal Museum App

Enhancing visitor experiences in museums through personalized guided tours

Details

Year

2023

Role

UI/UX Designer

Type

Google Venture Design Sprint

Brief

GalleryPal Museum App is a five day Google Venture Design Sprint

Gallerypal Museum App

Enhancing visitor experiences in museums through personalized guided tours

Year

2023

Role

UI/UX Designer

Type

Google Venture Design Sprint

Brief

GalleryPal Museum App is a five day Google Venture Design Sprint

The Problem: What's the challenge?

GalleryPal wants to create a mobile application that improves the user's in-person museum or gallery experience when looking at artwork

Problem Scope

How might we create an immersive experience for users when exploring the museum?

The Solution: Creating a personalized tour experience

The design sprint challenge aimed to improve a user’s experience when visiting a museum, and incorporating technology into the in-person experience. The Museum App focused on the ‘tour’ experience for the user, mixing both aspects of guided tours and audio tours to create their own personalized tour.


To streamline the process of creating a tour and prevent users from spending excessive time selecting each component individually, personalized tours have been organized into various themes. Users can then easily customize these themed tours to their preferences.


Day 01

Map

Identifying User Needs

Using the raw data that was provided by the brief, a few common themes that popped up when researching on user frustrations were heavy loaded descriptions, artist intentions, and pacing in guided tours. After summarizing the information, the core user needs that needed to be solved were:


1/ How to increase engagement with the artwork for users

2/ They want the guided tour experience but at their own pace

3/ They want to learn about the artwork without needing to do prior research

4/ Users want concise but informative descriptions about the artwork




Using the raw data that was provided by the brief, a few common themes that popped up when researching on user frustrations were heavy loaded descriptions, artist intentions, and pacing in guided tours. After summarizing the information, the core user needs that needed to be solved were:


1/ How to increase engagement with the artwork for users

2/ They want the guided tour experience but at their own pace

3/ They want to learn about the artwork without needing to do prior research

4/ Users want concise but informative descriptions about the artwork




Using the raw data that was provided by the brief, a few common themes that popped up when researching on user frustrations were heavy loaded descriptions, artist intentions, and pacing in guided tours. After summarizing the information, the core user needs that needed to be solved were:


1/ How to increase engagement with the artwork for users

2/ They want the guided tour experience but at their own pace

3/ They want to learn about the artwork without needing to do prior research

4/ Users want concise but informative descriptions about the artwork




Using the raw data that was provided by the brief, a few common themes that popped up when researching on user frustrations were heavy loaded descriptions, artist intentions, and pacing in guided tours. After summarizing the information, the core user needs that needed to be solved were:


1/ How to increase engagement with the artwork for users

2/ They want the guided tour experience but at their own pace

3/ They want to learn about the artwork without needing to do prior research

4/ Users want concise but informative descriptions about the artwork




Mapping Out Potential User Journeys

Three user journeys with different end goals were mapped out to understand what process was needed for the GalleryPal app to reach the end-state. While each user journey varied slightly, they all shared the end objective of enhancing the app's capacity to deliver comprehensive information about artworks to users.

Day 02

Sketch

Research Existing Museum Apps

In order to have more ideas on how to design an app for a museum, I searched apps that were currently used by different museums that were targeted for visitors that were there in-person. The goals at this stage were to have a foundational understanding of what features users may see when navigating through the museum app, and what features would stand out from the apps to enhance the user's experience

Rijksmuseum


The Rijksmusuem app is personalized for the user to allow them to create their own guided tour in the museum by selecting specific artworks


Features that stood out:

  • The app is multimedia, it contains animation and audio guides

  • There is a clear floor plan of the different levels and a drawn out route to guide the users


British Museum


The British Museum app is also targeted for visitors that were visiting the museum. They can use the app to listen to guided tours and have audio/text/video/image explanations to introduce the artworks


Features that stood out:

  • There is a keypad option for users that didn't want to listen to a guided tour but can input the digits under the specific artwork to hear more about it

  • Clear organization of audio guides based on their themes and location

  • Users can download the tours in advanced incase of bad cellular data at the museum


Smartify: Arts and Culture


Smartify is a cultural travel app that includes artworks from different museums and art galleries. Users can book tickets for different museums and learn more about the artwork through the app


Features that stood out:

  • Suggests different artworks based on what the user has saved

  • Audio tours, guides and videos available for users that are at the museum in-person

  • Not limited to visitors, users that are not located within the museum can still use the app to learn about different artwork


Sketching Ideas

Based on the user journeys that were mapped out and research of similar apps, I sketched out some screens of what the app might look like. At this stage, it is still a very quick brainstorm but it lets me have a vague idea of how to refine the screens and what the storyboard may look like

Day 03

Decide

Creating a Storyboard Flow

Using the sketches, I created a storyboard flow of how a user might interact with the app. This allows me to know whether there are additional screens that needs to be created when creating the high-fidelity screens, or if there are any features that needs to be adjusted to make sure users can complete the entire flow.

Day 04

Prototype

Refining the keyframes

The final screens developed from the sketches, focusing on the flow creating an individual tour for the user. Due to the limited amount of time, the flow was simplified and only the key screens were developed

The final screens developed from the sketches, focusing on the flow of creating an individual tour for the user while also addressing the core user needs. Due to the limited amount of time, the flow was simplified and only the key screens were developed

1/ Information on current exhibits and themed tours for visitors


Visitors can engage with the artworks by using the app to learn about the current exhibitions within the museum and join the different themed tours available


/Museum highlights in a glance


The homepage is designed to provide users with instant insights into the museum's current offerings upon opening the app. Users can seamlessly navigate to specific tours tailored to their interests with just a few taps


2/ Guided tours at their own pace


One of the main features of the app allows visitors to create their own guided tour where they can personalize it to their own time available and interests. Visitors also have the flexibility to add or delete any artworks from the tour list to their own liking



/Themed tours


The introduction of various themes during the process aids visitors in swiftly curating artworks based on their interests. This streamlined approach reduces the necessity to sift through numerous artworks individually, while still allowing them to have the flexibility of personalizing it after

3/ Audio and text description available for the artworks


Each artwork is accompanied by concise yet informative descriptions, providing visitors with a deeper understanding of the artist's intentions and the background of each piece. These descriptions aim to enhance the viewing experience by offering context and insight while ensuring that visitors are not overwhelmed with excessive information


Day 05

Testing

Once I finished the high fidelity screens and prototype, I set out to do usability tests the next day. I met with five participants which all had an interest in visiting museums and the goal was to:


  • Check if the app was user friendly and ran smoothly as they tried to create their own tour

  • Feel like this feature improves their experience when visiting a museum

Once I finished the high fidelity screens and prototype, I set out to do usability tests the next day. I met with five participants which all had an interest in visiting museums and the goal was to:


  • Check if the app was user friendly and ran smoothly as they tried to create their own tour

  • Feel like this feature improves their experience when visiting a museum

👍🏻 The good things!


  • Users liked the general design of the app

  • Good feedback on the flow and easiness of creating their own tour

  • Users thought the experience was informative and would improve their experience when visiting the museum

📝 To work on

  • Users thought the ‘create your own tour’ wasn’t prominent enough on the home screen

  • People didn’t know the map could be interacted and moved

  • People wanted to explore other features that were written on the app but not developed

Testing people's engagement

Additional Issue


Another issue that I found unrelated to the user testing was that my computer screen had the wrong color balance, which I only fixed and found out after the user testing. The screen shot on the right is with the wrong color balance, where the some colors that were meant to be white turned grey. The background was also a dark brown instead of a dark grey that I intended the design to look like




Correct Color Balance

Correct Color Balance

Wrong Color Balance

Wrong Color Balance

Correct Color Balance

Wrong Color Balance

Wrong Color Balance

Reflections: What was learnt

🧠 Designing for a personalized experience is a challenge


It proved to be a challenge to balance between giving enough options to users for personalizing their tour, but also limit the variations so users won't be spending excessive time setting up their own tour

🤷‍♀️ Museum tours might not be everyone's cup of tea

Testing showed that although the majority of users found the concept interesting, some didn’t find it intriguing enough to use every time they are at the museum

⏱️ What I would do if I had more time…

As it was a 5 day design sprint challenge, I didn't have enough time to improve on the current design based on the feedback, but in the ideal situation the valuable feedback would be implemented in future iterations. Animations and story-telling audios would be added to the tours to give more depth to the story-telling behind the audio guides and create an overall more immersive experience for the users when using the app

Figma Prototype

Click here to access the Figma prototype, or interact with the prototype below

Thank you for making it to the end!

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