Artour
Museum Tour Guide Application Design
→ Project Type: Passion Project
→ Team: Solo Project
→ Skill: UI/UX Design, UX Research
→ Duration: 12 Weeks
Background
I conducted primary and secondary research to learn more about museum visitors and to understand their motivations and mental process. What’s their typical process while visiting a museum? What matters the most to them while exploring in the museum? Why do they go to museums?
User Interview
I conducted semi-structured interviews with 4 selected participants online.
Participants are between 20 and 30 years old.
Record all interviews in audio format.
"The experience that I remember the most provides an interactive way to help me understand the background behind the artwork."
"I mostly take glances, only pause when something catches my interest."
"I don't have an unlimited data plan, so I have difficulties using a QR code-based audio guide."
Secondary Research
According to “An Identity‐Centered Approach to Understanding Museum Learning” by John H. Falk, there are five identities based on visitors’ motivations. All my interviewees’ motivations are highly similar to “The Experience Seeker“ and “The Explorer.“
"I went to the museum because I brought my friend from other cities to a famous tourist spot in my hometown."
Experience Seeker
These individuals, often tourists, were motivated to visit primarily in order to “collect” an experience, so that they could say they’ve “been there, done that.”
"I usually go to museums because I am interested in their exhibitions, especially those that focus on art."
Explorer
These individuals said they visited because of curiosity and/or a general interest in discovering more about the subject or the content of the institution.
Key Findings
Interviewees went to the museum to seek a new experience or satisfy their curiosity about the exhibition.
Interviewees expressed a lasting impression of interactive elements within the exhibitions, which enhanced overall experience.
One interviewee pointed out difficulties with QR code-based audio guides due to limited data plans and weak public Wi-Fi.
Persona
How might we create an interaction to keep users engaged?
How might we add a feature that can be used without the Internet?
Hypothesis
01
I plan to transform the paper-based guidebook into a digital version to increase interactivity. Visitors can interact with the exhibits, while the museum can reduce paper use.
02
Users with limited online access can schedule their visit. They can buy tickets online and download their tour guide in advance.
Competitive Audit
Sketch
Usability Test
High-Fidelity Prototype
01
Before
After
Feedback
Participants find the user flow of the AR camera unclear.
Improvement
Add a 3D object after the user taps the screen.
02
Before
After
Feedback
Participants struggle to realize they should drag twice to open closed captions. They find this action not very intuitive.
Improvement
Allow users to tap once to access Closed Captions.
03
Before
After
Feedback
Participants express confusion in locating their tours within the application. Some are unable to find previously downloaded AR tours.
Improvement
Enhance the navigation and organization of the tours section. Remove "My Tour" from the avatar and change it to the tour page.
High-Fidelity Prototype
01
Before
After
Feedback
Participants suggest additional interactive elements.
Improvement
Users are able to tap on objects to identify key points of the exhibits.
02
Before
After
Feedback
Participants have problems with finding the Proceed button during the payment.
Improvement
Emphasize the button.
Final Design
01
Utilize Augmented reality to digitalize the guidebook and audio guide to increase interactivity and engagement.
02
Purchase tickets in advance to schedule your visit.
03
Add the download feature to increase visitor accessibility.
Design System
Reflection
This UX case study presents a project I designed during online courses, a museum tour guide application. It was my first attempt at integrating AR elements into mobile application design. While conducting usability tests, I found that simplifying interactions is crucial to prevent users from feeling disoriented. Complicated actions such as dragging twice could lead to user confusion. In future iterations, I plan to deepen my understanding of AR and explore diverse interactive elements like gestures to test different effects on engagement.