The Muse
Embark on an entirely new realm of convenience with an AR-based mobile app! This extraordinary application revolutionises your museum experience, allowing you to effortlessly navigate using augmented reality, seamlessly book tickets, engage with interactive information, and even have real-time chats with industry professionals—all within the simple tap of your fingertips.

DETAILS
Role
Application Design
User Experience Design
Design Process, Wireframe, Prototype, Personas, CJM, IA, Low to Hi-Fi Designs
Timeframe
May 2022 - Sep 2022
5 months
Location
London, UK
THE MUSE
My Idea
Museums have been a source of inspiration and information for years, and visiting one in person is inspiring. This idea to create and interactive mobile application arose when the enthusiasm of my museum group began to diminish as the experience became routine, resulting in fewer visits or people dropping off.
Adding Augmented Reality (AR) would be vital to keeping the interaction lively and improving the experience, while not interfering with the current arrangements benefiting the visitors.


AIM
This project AIM to design a digital application to enhance the visitor's experience in museums. The application will help visitors to interact with the artefacts using Augmented Reality technology and have a unique museum experience.
Project Objectives

To create a system that allows visitors to navigate accurately within the museum without assistance
To enhance the public's benefit by using interactive digital technology
To offer users additional benefits via the app, such as discounts, student deals, offers etc.
To provide people with the ability to communicate with experts for any additional information
02
03
04
05
01
To provide a system that allows the user to instant access any artefact information, even at peak times
DESIGN PROCESS
Stanford Design Thinking Process
A widely used and versatile framework for problem-solving and innovation. It is particularly beneficial for projects like this because it emphasises user-centricity and rapid iteration.
It ensures that the final product aligns with the needs and preferences of the museum visitors, leading to a more engaging and enjoyable experience.

01
EMPATHIZE
Primary Research
According to the primary research conducted the following information (stats) was obtained from the verified official sites:
6
Million
people visited museums in the UK, in the year 2020
13.29%
Drop
in the number of visitors at the British Museum since 2015-16
70%
Users
are between the age of 18-44 years and are aware of using AR
1+
Billion
people worldwide use tens of thousands of AR-based applications every day
Key Problems
User problems were identified through a combination of methods including interactive observation studies, online surveys, and in-person interviews.The obtained results are outlined below:
METHOD 01
Observations
01
Cotswolds Audio Guide Tour
At the outset, everyone started using the audio device; however, over time, a majority of them grew dissatisfied. This was primarily attributed to the necessity of frequently pausing and playing the audio which was not possible due to the Guide's live information. As a result, a significant number of people discontinued using the device and instead wandered around, ultimately losing interest.
02
Roman Bath Spa Audio Guide
After a certain period, individuals ceased their usage of the device due to the absence of an interactive experience, with only static images and audio available. In response to inquiries, a handful of visitors acknowledged the initial allure; however, their interest waned over time, leading them to propose enhancements in the form of more engaging visual presentations.
03
Van Gogh
London Exhibit
While expressing their appreciation for the event, visitors also conveyed a strong desire for similar experiences to be offered at other museums.
Several visitors indicated their willingness to pay for VR glasses to access such experiences, while others leaned towards a preference for a mobile-based option to achieve similar immersive encounters.
METHOD 02
Survey Insights
Preferences

14.3%
people like to prompt Museum in less than 1 hour

62.9%
people like to spend an average of 3-5 hours at the Museum

61.1%
expressed disquiet with the current information display
Statistics

30.6%
QR Scan

44.4%
Video Information

58.3%
Audio Guide
METHOD 03
Interview Insights
The eight conducted interviews, whether online or in-person, led to the following four major pain points;

Internal
Navigation

Interactive
Artefacts

Expert
Q&A

Pre-visit
Information

Problem Statement
As an international visitor, I want to know what to carry into the museum, book tickets, promptly explore, engage with various artefacts using technology, and speak with an expert if I have any queries so that I can spend my time wisely.
Affinity Diagram
Numerous perspectives have surfaced from the interviews. The graphic illustrates the following themes: experience, interaction, questions and answers, artefacts, information, etc. Similar opinions were grouped together, and each participant was synthesised using a consistent procedure.

02
DEFINE
Empathy Map and Personas
Three distinct user personas and empathy maps have emerged as a result of user interviews and observations:






Customer Journey Map
The depicted phases outline the user's journey when engaging with the museum and articulating their needs and frustrations:



Point of View Statement


03
IDEATE
Crazy 8 - Idea Generation
Three individuals were selected to participate in a rapid idea-generation session. A 15-minute discussion ensued, wherein the concept was thoroughly explored. Subsequently, each participant was allocated 10 minutes to devise the most unconventional and random idea, aimed at effectively showcasing and highlighting my concept.

How Might We
The "How Might We" questions serve as a means to reframe the Point of View (POV) statements and facilitate the generation of insights.
The following questions and corresponding answers were selected through a process of comparison, observation, and addressing challenges.

Rapid Idea Generation

Competitor Analysis
The analysis holds significant importance within the company strategy. To deliver the utmost quality product or service to users, conducting competitor analysis at different stages of the company is crucial.
Notable competitors include the Roman Bath Spa, the Van Gogh Museum, and the Natural History Museum, among others.

04
PROTOTYPE
Information Architecture
Before finalising the current information architecture (IA), I explored various approaches. Initially, not all key features were easily accessible; some were tucked away in the menu options at the top right corner of the application. However, after conducting several rounds of paper prototype testing, it became evident that users struggled to locate specific features.
Based on user testing outcomes, moved the top 4 essential features to the bottom panel. This change ensured better visibility and accessibility for users, ultimately enhancing their experience with the application. This iterative process demonstrates my commitment to user-centered design and willingness to adapt the IA to meet user needs effectively.

Designs
User testing was conducted at both low-fidelity and hi-fidelity stages of development. During the low-fidelity testing phase, valuable insights were gained regarding the replacement of certain features and the optimal placement of various elements. This process aided in the removal of unnecessary components from the Home Screen, while also facilitating the organisation and positioning of all features within the bottom panel. This strategic arrangement significantly improved user access and navigation.
Taking feedback from the low-fidelity tests, mid-fidelity designs were created and self-tested. This iterative self-testing phase proved instrumental in refining the overall design. These improved mid-fidelity designs then served as the basis for the creation of hi-fidelity designs. These hi-fidelity designs underwent extensive testing with a diverse group of users.
The outcome of this meticulous process was a set of hi-fidelity designs that provided a smooth and intuitive experience for users. The combination of low-fidelity testing, mid-fidelity self-testing, and high-fidelity user testing showcases the commitment to refining the design at every stage, resulting in an interface that aligns seamlessly with user preferences and the requirements.



05
IMPLEMENT
Immersive Reality
The subsequent resolutions were devised to tackle the issue, drawing from observations, surveys, interviews, and the problem statement.

Internal
Navigation
Interactive
Artefacts
Expert
Q&A / Chat
Pre-visit
Information
Features Showcase
The following examples highlight the practical applications of internal AR-based navigation technology in a museum context and interactive ways to showcase artefacts helping enhance the visitor experience:
01
AR Navigation
Imagine walking through a vast museum filled with captivating artefacts. With the internal AR-based navigation system, visitors can use their smartphones to locate specific artefacts on a digital map overlay of the museum layout. This technology guides them with real-time directions, helping them efficiently navigate to their desired exhibit. It provides an engaging and interactive way to explore the museum while ensuring visitors don't miss out on any of the treasures on display.

02
Interactive Artefacts
Consider a scenario where visitors come across an intriguing artefact, but they're unsure about its historical significance. An AR system can come to the rescue. By pointing their device's camera at the artefact, visitors can activate the AR system. Instantly, information about the artefact, including its historical context, origin, and significance, appears as an overlay on their screen. This immersive experience brings the artefact to life and enriches the visitor's understanding of the museum's.
