High Museum of Art Mobile App

Interactive art education

screens from museum app
CONTEXT

The High Museum of Art in Atlanta is a top spot for art lovers, featuring everything from American and African art to European and contemporary art.

The Problem

How can the High Museum create more engaging and accessible experiences for visitors with varying levels of visual literacy?

With audiences ranging from young children to adults, the challenge lies in designing interactions that foster a deeper understanding and emotional connection to the art, regardless of age or prior knowledge.

GO TO PROTOTYPE
CLIENT:
High Museum of Art
ROLES:
UX Research & Design
Prototyping
TOOLS:
Figma
Notion
Gsuite
Whimsical

01 research

Goal

I wanted to understand how museum guests navigate the museum space and what could help enhance their experience and get them to engage more deeply with the art.

To do this, I used the following strategies.

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methodology

Market research
+ Competitor analysis
+ Survey
+ Customer Interviews

top Research insights
(survey)
The top issues art museum guests have
62% Not understanding the art

54% Wishing they had more info (about the art, artist, history)

46% Not feeling connected to the art
(market research)
“If an app doesn't scan, freezes, or dies, it becomes an impediment to the museum experience…. If an app does work well, the content has really got to deliver — beyond what a wall label or even an audio guide can do.”

Rachel Kraus, Mashable
(survey)
What makes guests feel engaged & excited about art
1 Understanding the artists: the process, thoughts, story, the "why"

2 Overall more info & context

3 Interactive experiences
(synthesizing user interviews via empathy map)
post its with user interview notes
(user persona)
graphic of the user persona, Xing
FEATURE roadmap

Based on the research, I needed to include features in the app that will provide context about the art, artist, and creation process in a way that allow for interaction with the art and other guests.

This Notion table organizes all of the features for an MVP.

screen shot of feature roadmap board from Notion

02 interaction design

Task flows & User Flows

The 2 primary actions that guests can take in the app are

1) participating in an audio tour and
2) scanning art to find out more information about the art and artist -- think search engine.

This is reflected in the task flows and user flows that I created in Whimsical.

task flows and user flows
Low fidelity wireframes
low fidelity wireframes

“Getting a glimpse of how [artists] lived, what their thoughts, feelings, and passions were is what makes me want to come to the museum.”

High Museum guest during an interview

03 iterate & implement

usability testing & additional feedback

So, what was the verdict? 

After conducting 3 usability tests (view affinity map here) as well as discussing my design with my mentor and peers, these were the primary changes that I implemented:

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CHANGES

+ Deleted the first page that made users choose a path
+ Changed the layout of the cards on "Tours" page
+ Added labels on the map for clarity
+ Refined the search function to show search results
+ Built out the hamburger menu and included ticketing and events links

High fidelity screens of audio tour flow (v2)
high fidelity screens of audio tour flow

04 prototype

05 reflections

Returning to the problem

How can the High Museum of Art establish a deeper connection and understanding of art with their diverse audience?

The audio tours and videos invite guests into a deep dive of the artwork and a chance to hear from the artists, while the interactive activities are a window to different eras and artistic processes.

Also, the "Scan" feature is a simple way to access information if a guest doesn't want to embark on a 30 minute audio tour. The "Saved" page can be used as a way to plan for future visits or curate your own gallery of tours, artwork, and artists.

In these ways, this app provides a variety of ways to learn and engage with art for a wide variety of users.

Case Study Sources: High Museum Branding (high.org/explore)
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