How can we get people to spend their time and money on world heritage?

I would like to help cultural institutions reach a wider audience, arouse their interest and bring people and culture closer together. Conception and design of a mobile application.

A Case Study

About

The project is a user-centered design thinking process and includes UX and UI design. The project was completed during my UX/UI bootcamp at ironhack in Berlin. The question was how we can help museums and other public institutions fulfill their mission of preserving cultural heritage in the 21st century.

The Task

  • Schedule of 10 days

  • Focus on Minimum Viable Product (MVP)

  • Limitation to only one mobile or tablet device

Team
Individual Project

My Role
UX/UI Design

Timeline
2 weeks, April 2022

Tools
Pen & Paper, Figma


THE MAIN PROBLEM

Low attendance is the main problem of museums and other public institutions.

In today's world, museums compete with many other activities and entertainment options for people's limited attention. There are a variety of events, films, concerts and other arts, culture and leisure activities competing for people's time and interest.


SOLUTION

1. Give users more control over their time and money

Users should be able to set the location type, price and distance to get relevant recommendations. For the app to deliver the best search results experience, it is recommended to allow GEO tracking.

Fig. 1. App intro screens - pre-load “Whizzard”

2. Allow easy access for everyone and everywhere

To be able to compare the offers in the best possible way, the most important factors should be presented in a good text-image ratio. A map shows the user's current “location” and surrounding events.

Fig. 2. App home screen - search results and filter settings

3. Create a platform for innovation and deeper engagement

As a basis, events/ locations can be saved for later because now might not be the right time. And as a special feature, a third-party solution to experience museums around the world in 3D.

Fig. 3. App user interactions - favourites list and Google Street View access.

Process & Approach


DAY 1 - UNDERSTANDING THE PROBLEM

I was able to reach 24 participants from a worldwide network, and was interested in their motivations for attending cultural events and how they pass on their experiences. Also what reasons there are for not attending one or another event. And to find out how individual users remember a particular event (so that it doesn't get lost), I later surveyed another 5 people.

The Challenges

  • demographic change

  • accessibility and inclusion

  • new formats of mediation

  • cultural participation

  • censorship efforts

Fig. 4. Desktop Research

The Users

  • individual visitors

  • visitors with impairments

  • children and school classes

  • senior visitors

  • visitors with history of immigration

Fig. 5. User Research

Top 5 reasons why people don't go to museums


DAY 2 - DEFINITION

Interested users are mostly confronted with the facts:

  • that the admission price is too high (62.5%)

  • the distance is simply too far (25%)

Both have direct impact on their costs !!!

Assumption

If users can decide for themselves which recommendations they want to receive ++ And the application manages to combine both, the enjoyment of art and the entertainment value — in combination with the community aspect (beside an attractive presentation of the offers), the user experience can be increased to such an extent that a visit is more likely to take place.

Fig. 6. User Persona 1/5

Fig. 7. User Journey


DAY 3 - EXPLORING IDEAS AND SOLUTIONS

“How might we..” make our users have more fun using the app?

I concentrated on putting as many ideas as possible on paper and then relating them to the goals to be achieved by estimating them in terms of effort and benefit.

Fig. 8. How-Might-We Poster

Design Challenge

1. Easy access for everyone and everywhere

2. Giving users more control over their time and money

3. A platform for innovation and deeper engagement

In addition to the brand and its message, the focus for me is on a practical application that does not interrupt the user flow and, if possible, offers positive surprises. Once I was able to estimate the rough scope of my application, I wanted to test initial ideas and content types for each of my touchpoints.

Fig. 9. Journey Map


DAY 4 & 5 - EARLY CONCEPT TESTING

With the following 4 use cases it should at least be possible to use the Minimum Viable Product (MVP) in its basic function. The tasks are pretty much what I discovered in my design thinking process. At the same time, they are the basis for my user tests, for example in form of tasks to ensure usability.

Fig. 10. User Stories for MVP

It is advisable to think about the number of pages, their value and the information structure behind them. Therefore, I have created a manageable flowchart to show the main user flow based on the user's tasks, also known as jobs-to-be-done (JTBD), and combine it with my core functions.

Fig. 11. Sitemap - Iteration 1

Fig. 12. Process Flow Chart - Iteration 1 & 2

Using different visualisations for each of my touchpoints by drawing rough sketches (Cracy8), it turned out that for the welcome page/ recommendation list (my home screen), users preferred the version where an interactive map is displayed directly above the list items.

Fig. 13. Sketches (Cracy-8)

So I could identify and resolve potential problems early on:

Which information provides the quickest overview for the user?

Fig. 14. Prototype, program element homepage/recommendation list


WEEK 2 - UI-DESIGN

Before I started to developed a visual design language, I wanted to do a quick recap of my focus groups that I started in the second step of the UX design process (Empathize). It helped me put myself in the average user's mindset.

Three main questions influenced my design strategy

  • How do I design for erveryone?

  • What context do I need to consider?

  • What is the perfect experience?

Fig. 15. Low-Fi Persona Matrix

Fig. 16. Prototype layout grid for iPhone 13 (IOS15)

Fig. 17. Search for brand name based on Josh Levine's model

Design direction 1

focuses on the attributes:
guided, entertainment, adventurous and exploration

By using the brand attributes:
energetic, bold and stable


THE STYLESCAPE

The Stylescape follows a stable, yet energetic brand strategy. Combined with artistic imagery, it is intended to communicate the cultural offers in the form of news as an entertainment event and invite users to explore the diverse offerings available in their local regions.

The monochromatic theme in the initial iteration of my MVP ensures optimal contrast, prioritizing accessibility for users with visual impairments.

Let yourself be inspired and discover the cultural landscape in your area.

With MUZE, your cultural journey is as easy as swiping on your smartphone.

MUZE is an invitation to discover and experience the fascinating art and cultural landscape of the users region — whether exciting museums and exhibitions, the most hidden treasures, varied theaters and selected museums from around the world.

City holidays have never been so0O easy!


TESTING

Iterations of my minimum viable product (MVP), prototype is optimized for iPhone 13 (IOS15) as an native application.

Presetting (Intro)

Explore (Home)

Location Details (Actions)

ARTEFACTS
Project: Muze_


CONCLUSION + LESSONS LEARNED


Portfolio