Problem Statement
The problem statement for this project is: How might we inspire curiosity and discovery for art among high school students who feel overwhelmed by the size and complexity of the National Gallery?
The problem statement for this project is: How might we inspire curiosity and discovery for art among high school students who feel overwhelmed by the size and complexity of the National Gallery?
In response to the challenges identified in our research, we proposed a series of specific and actionable solutions to address the needs and preferences of young visitors to the National Gallery.
We conducted semi-structured interviews with 30 participants, including young visitors to the National Gallery (10), art enthusiasts (10), and individuals who have never visited a museum or gallery before (10).
We recruited our participants through social media platforms, online forums, and word-of-mouth referrals.
We conducted our interviews in person and via videoconference, and they lasted between 30 minutes to an hour.
We used an interview guide that consisted of open-ended questions that elicited participants’ perceptions and experiences of art, galleries, and museums, as well as their thoughts on accessibility and inclusivity in these spaces.
We recorded and transcribed our interviews, and we analyzed them using thematic analysis.
We collected statistics from England’s Department for Digital, Culture, Media & Sports (DCMS) on museum and gallery attendance rates among different age groups.
We also distributed a survey online to a sample of 72 individuals who matched our target demographic of young adults aged 15-18.
We used Typeform to create and distribute our survey, which included questions on participants’ art consumption habits, their motivations for visiting galleries and museums, and their opinions on factors that contribute to a welcoming and inclusive art space.
The survey was divided into three sections:
The survey used a combination of multiple-choice, Likert-scale, ranking, and open-ended questions. We analyzed our survey data using descriptive statistics such as mean, median, mode, frequency, and percentage.
The main themes that emerged from our qualitative data analysis were:
The main findings from our quantitative data analysis were:
We started our design process by conducting a competitive audit of other museums and galleries that offer similar or complementary experiences to the National Gallery.
We then created a user flow and an information architecture diagram in Miro to map out the structure and flow of our app.
We based our user flow and information architecture on our research findings, recommendations, user needs, preferences, etc.
We also considered different scenarios, use cases, personas, etc., that could affect the user flow and information architecture such as first-time users, returning users, parents, children, non-visitors, online visitors, etc.
We then created high-fidelity mockups in Figma. We added colors, images, fonts, icons, and animations, to our wireframes to create a realistic and consistent visual design for our app.
We followed the National Gallery’s branding guidelines to create a coherent and recognizable identity for our app.
We also followed the web content accessibility guidelines (WCAG) and used contrast checker tools such as WebAIM and Color Oracle to ensure that our app was accessible to visitors with different abilities.
We created prototypes using Figma. We added interactivity and functionality to our mockups using triggers, actions, and transitions. We created prototypes that simulated the user experience of our app in different scenarios and use cases.
We tested our mockups and prototypes with some potential users using online tools. We asked them to perform some tasks such as choosing a tour duration, theme, difficulty level, accessing audio guides, interactive quizzes, feedback, recommendations, exploring additional information about each artwork using touchscreens, creating their own collections or playlists of their favorite artworks, sharing their experiences or opinions on social media, accessing accessibility features such as audio descriptions, captioning, adjustable text sizes, etc.
We made several improvements to our app based on the feedback we received from our user testing sessions. These improvements aimed to enhance the usability, functionality, and satisfaction of our app.
These improvements increased the usability and satisfaction scores of our app in our post-test surveys. Users reported that they found the app easier to use and more enjoyable after these changes.
In addition to creating an app, we also proposed some additional solutions that aim to enhance the visitor experience and engage younger audiences.
These solutions are based on our research findings and recommendations, as well as best practices and successful examples from other museums and galleries.
The National Gallery app has the potential to enhance the visitor experience and engage younger audiences. By providing a personalized and interactive experience, the app can encourage visitors to explore the artwork in new ways and make the gallery more accessible to all.
Through our user-centered design process, we conducted extensive research to understand the needs and preferences of young visitors to the National Gallery. We identified several factors that influence their engagement with art, such as time constraints, intimidation, family-friendliness, diversity, and personalization. We used these findings to inform our design decisions and create an innovative solution that addresses the problem statement and aligns with the project goal.
Overall, this project showcases my ability to use user-centered design principles to solve complex problems and create innovative solutions.
I hope that this project will contribute to making art more accessible, enjoyable, and inclusive for all visitors. We would like to thank our users, and research participants for their support, feedback, and collaboration throughout this project.