UX CASE STUDY: WEB APP

A seamless exhibition visitor experience—to engage, educate and surprise.

This project explains the process of my experience in the research, discussion, critical and creative thinking involved in the Applied Interaction Design assignment, User Experience Design, IADT. The process involved creating a user-focused digital experience for Irish Museum of Modern Art, Dublin (IMMA).

IMMA’s business goals:

  • to increase physical visitors to the museum and increase their membership
  • to grow online sales through their shop and ticket sales.

There is currently no digital experience at IMMA (other than that which an artist may create for their own exhibition) so the focus of this product was to enhance their visitors’ experience through a digital means.

Designing an experience that centres around the visitor taking control of what information they want access to about an exhibition / artist was the main goal of this project.

I wanted to learn more about exhibition experiences with the aid of a mobile device application (for smartphones, in particular) for visitors to gain additional information both during and after visiting exhibitions. The appetite/need for more exhibition/artist information than is currently available to people through audio guides or information panels at an exhibition was explored and researched.

The research goal was to better understand the behaviours and attitudes of exhibition visitors in respect of their use of mobile devices and digital content to supplement their experience while at an exhibition.

The objective was to offer visitors a more informed, personal exhibition experience, giving them the ability to decide how much content and knowledge they want through their own mobile device, based on an individual’s appetite for information.

The vision was to develop a digital product as a progressive web app, so that a user would not need to download an app, but could still use a device with an interface they would be familiar with.

The Problem

Research conducted for this project showed that audio guide formats can interrupt and take exhibition visitors out of their exhibition experience. Currently audio guides provide a ‘one-size-fits-all’ format for content, which restricts some museum visitors, and overloads others. Research analysis showed that everybody wants a different degree of knowledge or information from an exhibition.

Problem Statement

The museum’s visitors have access to restrictive and inadequate content, information and knowledge delivery systems to allow many of them to learn about the artist whose works they have come to see.

Vision Statement

The new content, information and knowledge delivery system will help visitors to learn as much as they choose, as and when they need during an exhibition, with greater flexibility and without restriction. This will dramatically improve visitor satisfaction at the museum.

‘The best use of digital is to not make you aware of the technology, but to make you aware of the art.’ Jane Alexander, chief information officer, Cleveland Museum.

The Process