Work     About    Resume

Muse

A thoughtful way to explore, learn, and reflect in museums.
My Role

UX Designer 
UX Researcher
Tools

Figma
Miro
Timeline

3 Months
Research Members

Aidan Blackmore 
Qingchuan Du
Qingyu Peng


1. OVERVIEW    |

Problem

Museum visitors struggle to navigate complex layouts and consume knowledge on artworks while simultansouely attempting to document, revisit, and reflect on their experience.
Users are regularly ecountering barriers in their museum expereince with disorientating navigation, shallow + inaccessible information, and unstructured documentation, finding it difficult to revisit their own visits.


Solution

I designed a mobile app to streamline the museum experience to include AR navigation, informative descriptions, and a way to socially journal and reflect artworks and visits of available arts & culture locations around you.

Designed with a user friendly interface to easily access information on select museums and leave journal entries on artworks, exhibitions and displays. Integrating accessiblity features with audio descriptive and colour blind filters to view artworks in efficent ways. Muse is a mobile companion app that will help with guided navigation, contextual artwork information, built in AR exploration, and reflective journaling.  





Efficent Discovery & Wayfinding





Guided & Accessible Learning






Reflective & Social Documentation



Jump to Prototype



2. RESEARCH    |

User Primary Research

Understanding Current Methods & Pain Points
To design a museum and arts & culture app that serves as a documentation tool, I needed to thoroughly understand the existing user base, current methods in place, and how and why these methods may or may not meet their needs.

To accomplish this, my team and I conducted a series of interviews with people who self-identified as art enthusiasts and/or frequent museum visitors from ages 18-30, using consented audio and video recordings and transcriptions via Microsoft Teams.

Each participant’s answers were summarized, and developed key insights, stated preferences, behaviours and insights.  

These findings were then synthesized in an affinity map to identify patterns and pain points that will inform future design decisions in How Might We’s.



“Categories Include : Social Connection, Documentation Concerns, Access, Navigation, Available Resources”


Based on the conversations of prospective users, I learned the following:










This was then redeveloped in Miro






3. DESIGN    |

Ideation
Wireframing
User Feedback & Design Revisions
Mockups & Prototyping




4. ITERATE    |

Usability Testing
Results Analysis
Re-design

5. PROTOTYPE    |




6. FUTURE STEPS    

Takeaways