Enhancing the experience of Gandhi Museum

History has always been understood and passed on to the next generations through stories. Photographic representations, prose, and poetry describe the kingdoms, dynasties, rulers, and public vividly. The museum is a treasure of such stories and poems. Museums preserve the legacy of humanity, chronicling both the goods and the bads, and serve to enrich the lives of countless visitors, making the world a more enlightened place for both the present and future generations.

Note: This is an internship project done at Lollypop Design Studio.

The design process that I followed.

Discovery Phase

The brief (by the client): The experience of the museum is off. No modern techniques are used to make it better. This way, the museum still uses old and outdated audio guides, signs for explanations, and old school plans to navigate. The holders of the museum want a more intuitive and digital experience for the visitors that guide you easily from any point in the museum and are adaptive to the journey of the user.

Conclusions from the given brief:


The digital revolution has brought with it a host of incredible opportunities for its users, and consequently has created a new breed of consumer. The expectations of consumers have also been transformed somewhere along the route. Museums are one such group striving to meet the challenges kindled by this new wave of digital expectations from their visitors, while at the same time struggling through both budget constraints and restrictive legacy systems.

Forward-looking museums face multiple challenges in the form of visitor expectations, and it is a difficult task in identifying who visitors are, and what they truly want.

A sobering fact to this is that no two visitors to a museum expect the same thing. Socio-economic background, age group, and digital exposure all affect visitor’s expectations. Consider the differences between two such groups; Millennials and Generation Z. Separated by less than twenty years, and using the same technologies, their priorities are so different. For example, while Millennial expect a great product, Gen Z would expect a great experience.

A major issue here is that many museums consider that their role is still to collect, preserve, interpret, and display items of artistic, cultural, or scientific significance. They do not consider themselves as marketing or IT specialists and are reluctant to venture too far in.

Research Insights

Target Audience

Most of the users fall into the categories of;

The primary target audience

The leading target group I chose is people aged between 25 to 50 years because according to a survey conducted by Socioeconomic status, which found that most of the people who visit museums are aged between 25–50 with 56.4%.

Target audience from the museum


Competitor analysis

I did a competitor analysis to understand what other museums are doing and what all features they are providing.

Define phase

User interviews

The objective of this interview is to understand

Participant criteria

The participants should be in the age group of 25–50 years and should have an interest in visiting museums and should have visited a museum within the past one year.

Interview guide

During this research, I conducted 1-on-1 remote interviews with users to identified their pain points, requirements, preferences. I followed a set of questions as an interview guide to initiate the interview discussion. Remote interviews were conducted with nine different people, and a persona was created based on the user interview result.


Persona was created, reflecting the interviewed users’ lifestyle, routine, goals, motivations, pain points, etc.

Insights from the interview

Qualitative insights

After completing all the user interviews, I did a closed cart sorting which helped me in prioritizing the user’s pain points and goals.

Redefining the problem

Though the client gave a problem statement, through research and interviews, we found out more problems faced by the people in the museums.

The problem statement (main target issue)

How might we make the museum experience more informative and interactive for the users, especially during the time of COVID?

What am I designing?

From the user research, we conclude that one of the most accessible ways of doing so would be through a mobile application with the help of a technology known as Augmented Reality (AR) which helps them access the museum experience easily at the comfort of their homes and also at the museum.

User flow

I identified 3 categories of users i.e.

Taking all the 3 users into consideration, I designed the user flow accordingly.

Design phase

Information Architecture


Home screen wireframe

Other screens

Test phase

Usability testing

When I was done with the wireframes, I created a prototype and gave it to the users for usability testing.

Test objectives


Participants can be of any age group and should like visiting museums. Number of participants: 06


Test goals

Evaluate the success of the prototype based on test completion and error-free rates. Identify the pain points of users when interacting with the prototype. Identify areas of improvement in navigation, content, design, and usability for creating better interactions.

Total number of participants — 6

Testing method — prototype

Testing medium — Team viewer & zoom

The average time is taken to complete task 1– 42.03 sec

The average time is taken to complete task 2– 43.82 sec

The average time is taken to complete task 3– 01:01 min

Check the detailed UT insights here.

Feedback changes

Final design

What’s next?

Designing the style guide and then going forward with the UI and then the usability testing again.

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