History has always been understood and passed on to the next generations through
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 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 This way, the museum still uses old and outdated audio guides, signs for explanations, and old school plans to navigate.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.
Most of the users fall into the categories of;
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%.
I did a competitor analysis to understand what other museums are doing and what all features they are providing.
The objective of this interview is to understand
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.
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.
After completing all the user interviews, I did a closed cart sorting which helped me in prioritizing the user’s pain points and goals.
Though the client gave a problem statement, through research and interviews, we found out more problems faced by the people in the museums.
How might we make the museum experience more informative and interactive for the users, especially during the time of COVID?
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.
I identified 3 categories of users i.e.
Taking all the 3 users into consideration, I designed the user flow accordingly.
Home screen wireframe
When I was done with the wireframes, I created a prototype and gave it to the users for usability testing.
Participants can be of any age group and should like visiting museums. Number of participants: 06
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.
Designing the style guide and then going forward with the UI and then the usability testing again.
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