
V&A Museum Audio Guide App
Iphone app designed for exploring and learning.
MY ROLE: UX - UI, Photography , iOS app, TOOLS : Figma, Photoshop, Squarespace
ATTRIBUTES ★problem-solving ★ empathy ★ creative-thinking
To review this project as a slideshow CLICK HERE
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EMPATHY: Understanding visitors.
Who am I designing for?
Example 1 😀😀😀
Visitor: I would like to see the main highlights.
Assistant: How much time have you got?
Visitor: I have about 3 hours.
Example 2 😀😀😀
Visitor: What do you recommend we see?
Assistant: What do you like?
Visitor: I like historical, and fashion.
Working at the museum over a period of time allowed me to gather on the field needs & wants of the visitors to support the research goals.
The central findings resulting from the conversations with the visitors helped me to create two Personas:
First-time visitor (or Tourist) and Returning visitor (or Local). With accessibility as the goal, I prioritized the First-time visitor persona throughout development.
IMAGE OF USER LEARNING AND USING THE APP IN THE GALLERIES
A central challenge during this phase was xxxxx. Eventually resolved by xxxx
In short
The V&A Museum Audio Guide mobile app provides an audio database that makes collections accessible by helping users discover artworks, plan visits, and identify personal interests. This solution emerged directly from visitors requesting audio guides during museum visits.
The Problem
Currently, the museum's only audio guide is web-based, outdated, and limited to certain galleries, with no language translation, despite 55% of 3-4 million annual visitors are foreign.
Dedicated spots around the museum such as the Raphael galleries provide QR codes. A new solution must bring these separated channels under the same umbrella to enhance the visitor’s experience as an easy-to-access source.
Herbert A. Simon once said,
“A wealth of information creates a poverty of attention.”
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Empathy
Define
Ideate
“Overheard at the Museum” 💬
“Do you want a map or do you want to freestyle?”
Insight response:
Design an audio guide with the option of “freestyling” ie. personalising the visit based on a series of questions to understand the user’s needs and wants. Is the user disabled? Needs to access level 4 from level 1? Wishes to discover textile works across different galleries?
“I have a precise list of objects that our
academic professor recommended us to see, where are they?”Insight response:
Include a main search engine tab with filters to enable a narrowed focused search.
“I wanted to check the start time for Highlights of the Museum tour. Sadly it’s too late, I wish it was sooner than that.”
Insight response:
Provide a list of timed daily events which the user can sort by scheduled time, topic, and accessibility. The Highlights Tour on the app aims to be a solution for those visitors who are not able to join the in-person tour at the scheduled hours.
“This museum is so precious and focuses on
design, yet the cloakroom’s token looks and feels very basic.”
Insight response:
Redesign the physical token. Focus on aesthetic inspired by the museum’s tradition. Add a QR code on it to seamlessly promote downloading the Museum app.
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Empathy
Define
Ideate
Addressing the visitors responses directly aims to solving the conundrum they have asked to themselves.
#️⃣ empathy
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DEFINE
📝 Remember to keep the most important User’s needs top of mind.
The main User’s pain points are mostly related to the product quality issues ie. outdated website-based visitors guide.
and the process in the user’s journey ie. lack of physical signs/directions in the museums
The Problem Statement:
Mr. Lewis and his family of four, are first time visitors to the museum on holiday in England
who need a museum digital audio guide because
they need help in orientation to learn about the museum’s highlights.
The Goal Statement:
Our Mobile Audio Guide App will let users explore museum collections, which will affect scholars, and in-frequent museum visitors,
by facilitating self-paced independent exploration of exhibits in different languages.
We will measure effectiveness by counting in app engagement on a monthly basis.
The visitors interactions revealed 5 key insights:
1. Experience Timeline
Museum engagement begins with pre-visit planning and continues post-visit.
65% of visitors research the collections before arriving.
70% express interest in continued exploration after leaving.
💡Response
Prioritize engagement depth over download numbers
Return visitor conversion indicates true experience value
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Empathy
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Define
Ideate
2. Technical Frustration
Visitors refuse to engage in complex technology because it detracts from the experience.
78% prioritize ease-of-use over advanced features (source: xxx).
Battery life concerns affect engagement with existing smartphone-based solutions
💡 Response
Technology should be invisible; Simplified interfaces dramatically increase adoption rates and improves users satisfaction and retention.
Download content feature to listen and read offline: Optimize Technical Performance, Ensure reliable offline functionality.
Minimize battery consumption: Dark theme to minimize battery drain especially on screens with AMEOLED. Minimise animations for efficient codes and algorithm.
Create responsive design experience across device types √
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Empathy
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Define
Ideate
Language & Accessibility Needs
Foreign visitors (55-60%) require multilingual support. Offering multilingual audio guides and resources would make museums more accessible to non-native speakers.
Diverse learning preferences demand multiple content formats.
Accommodate different learning preferences and styles.
Tech comfort varies significantly across age demographics.
💡 Response
Design for visitors with diverse abilities
Limit the audio interface to the essential to support ease of use. Include features such as: Play/Pause , Volume, Speed, Read transcript for the audio-impared user. Learn more: for the user who wishes to engage in further learning specifically produced for, and only available within the app.
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Empathy
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Define
Ideate
Visitor Engagement
In-frequent visitors, feel overwhelmed as they enter the museum. With the building being very old and large, accessible routes need to be highlighted.
Simpler, more intuitive planning tools and guides could enhance the visitor experience and encourage more frequent visits.
Many visitors reluctance to engage with text-heavy resources highlights a preference for audio and video content. Offering multimedia guides could attract new, younger, more tech-savvy visitors who prefer dynamic and interactive experiences.
First-time visitors seek orientation and highlights (65%)
SCREENSHOT: HIGHLIGHTS
Returning visitors desire deeper, specialized content (82%)
SCREENSHOT: LEARN MORE BUTTON
Social sharing extends engagement beyond individual experience
SCREENSHOT: SHARING BUTTON + PHOTO OF USER WITH PHONE
💡 Response
Extend Museum Engagement
Bridge pre-visit planning to post-visit exploration, making personalised playlists, and full content, that is sharable on social media. IMAGE: 1 > 2 > 3
Create continuous learning pathways: when user add like to a piece of content, new recomendations are shared via the app about: shopping, academy courses, upcoming events/talks.
SCREENSHOT: take the after visit Quiz feature, books recommendations based on your favourites,
Develop shareable content for social engagement
SCREENSHOT: make your own tour feature
Emotional journey matters. Anxiety points occur primarily during orientation phases.Discovery moments create strongest positive emotions. Social sharing amplifies positive emotional experiences.
Empathy
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Define
Ideate
Content Offer
Visitors want control over information detail level
SCREENSHOT: LEARN MORE BUTTON
Different depth preferences based on interest in specific items
SCREENSHOT: FILTER AND SEARCH FIELDS FEATURES
Importance of Special Exhibits and Events:
Both, frequent and in-frequent visitors, often plan their visits around special exhibits or events, suggesting that museums could attract more visitors by promoting unique or time-limited experiences through user-friendly platforms and calendars.
Value of In-Depth Exploration
Visitors actively seek out tools like audio guides and apps to engage more deeply or in alternative ways with museum collections. They value the flexibility these tools provide, reinforcing the need for easy-to-use, comprehensive digital resources.
SCREENSHOT: Consistent design language reduces cognitive load
💡 Response
Cross-phase functionality increases overall engagement
> Solution
Enable Personalized Exploration
Support diverse visitor interests and time constraints
SCREENSHOT: Home/Welcome, Highlights (how much time have u got?) - Explore galleries (what type of artworks would you like to see?)
Adapt content to individual knowledge levels
Facilitate discovering unexpected collection connections
SCREENSHOT: Take a survey feature or Suggestions feature “You may also like…”
Learning: Personalization creates connection, and personalis end offer ie. Summary of the previous visit
Empathy
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Define
Ideate
Journey mapping: Designing a museum app for before, during, and after.
Talking to visitors revealed that the museum journey extends well beyond the actual visit, beginning with advance planning and continuing through post-visit engagement with resources. To address these expanded touch points, I created a future-state user journey map based on interviewee insights, identifying all necessary app features to keep users engaged.
Insert Map Here
Empathy
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Define
Ideate
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IDEATE
Problem: Access and in-person visits to the museum can feel overwhelming because of the vast collection held within an old architecture layout.
How Might We: personalise access to the museum collections in a seamless and memorable manner that inspire each visitor to reuse the app in the future.
picture
Translating needs into features
From the touch points and needs gleamed from the empathizing phase, I created a Product Feature Roadmap to outline specific app features and organize upcoming design efforts. Prioritization was determined based on the alignment of a feature’s value proposition with the project’s goals and user’s needs. Due to project limitations, I had to focus on features that would be required in an MVP product according to the primary persona.
Research & Findings
According to VisitEngland, London’s major museums and galleries, including the British Museum, the Natural History Museum, and the Tate Modern, attract millions of visitors each year. The V&A Museum in South Kensington, London is estimated to see over 3 million tourists annually.
With high numbers of visitors increasing, I wanted to learn about current competitor resources and understand user pain points while visiting museums in London.
The 5 most valuable features I found from the competition which I take inspiration from are;
1
2
3
4
5
Additionally, I decided to collect a series of one-star reviews about the British Museum Audio Guide app to help me steering away from pain points addresses by users in a similar context:
Competitive Audit
What are existing museums audio guides?
The British Museum app, An app with the similar goals of the V&A app
Smartify,
Bloomberg Connects,
IziTravel,
Google Arts & Culture,
MET app
Traditional Audio Guides
App-based Audio Guides
Multilingual Audio Guides
Alternative guides: Printed Guides and Brochures, Mobile Apps, Interactive Digital Guides, Virtual Tours, Teacher-Led Tours, Online Resources, Accessible Guides, Educational Resources, Interactive Exhibits, Volunteer and Peer Guides.
Learning from our competitors
Staying user centered
Goal: Identify frustrations when planning trips or while visiting museums.
Finding: Most visitors expressed their frustration in the lack of signals, the most asked questions to members of staff being in regard to directions to toilets, lifts, special displays and cafes.
Action: show screenshots
Goal: Identify visits features that would be most valuable for first-time and casual museum visitors.
Finding: Most visitors expressed feelings of being overwhelmed by the size of the building and the collections on display especially when their available time to visit was limited.
Action: show screenshots I created time-focused highlights tour that would allow the visitor to follow a path based on their available time.
Goal: Analyze current resources offered by competitor apps.
Finding: the direct competitor is The British Museum Audio Guide App, followed closely by the National Gallery Guide, Bloomberg app for Tate Modern and several other art galleries and cultural institutions around London.
Action: show screenshots I specifically gathered online reviews about these apps to make their weaknesses the V&A app’s strengths.
Goal: Validate the need for an all-inclusive museum guide and explore app.
Finding:
Action: show screenshots
ACCESSIBILITY
The museum offers several access resources. In terms of audio description and guides, visitors can access audio description of historic locations in V&A South Kensington, such as the Grand Entrance, Cast Courts and Café.
The audio guide is limited for Europe 1600–1815 galleries. Including 5 audio description of objects you can touch.
From the research I have gathered that the ability to select a language would help many visitors to the museum - I have therefore included on the homepage a drop-down menu to select the preferred language at the start. Unlike some competitors, I have added a small flag next to the language title to make it instantly clear to users from the start.
For audio guide planning purposes, providing content in the top 6-8 languages would cover approximately 85-90% of foreign visitors' native languages.
“accessibility” mode setting to view only the basic app functions
SCREENSHOT
Recruiting participants who use the assistive technologies I want to involve in the study such as:
Screen readers, Closed captions and speech-to-text - ATs that convert audio into text for people with limited hearing.
Any other assistive technologies that will provide insights about your UX design
The WCAG documents informed how to make the content more accessible to people with disabilities.
When choosing colors, I referenced the WebAIM contrast and color requirements to ensure designs meet accessibility standards.
The results?
AI integrations:
Accessing dominant culture:
• How are the people using your product different from you?
• How can you help people from non-dominant cultures feel more included in your product design?
• Are there any challenges that people from certain groups or backgrounds might face as they experience your product?
• If you feel a certain way about the product you’re designing, what’s the opposite of that feeling? Chances are, one of your users has that opposite perspective.
Consider underrepresented culture:
• People with disabilities
• People with limited access to technology
• People who speak different languages
The Value Proposition
What does the product do?
The app should act as a ‘leading hand’ to explore the vast museum collection as a personalised learning and entertaining experience.
We believe that a simplified museum audio guide for new and returning visitors will allow them to experience a memorable visit.
Why should the user care?
Emphasize and describe how the product addresses users’ pain points in unique ways that aren’t offered by other products.
Step 1. Describe your product’s features and benefits.
Create a list of all the great features and benefits of your product, big and small. Don’t hold back; list everything that comes to mind and then narrow it down later.
Step 2. Explain the value of the product.
Anything that you identify as a value proposition needs to be beneficial to your users.
The categories of product values that were identified during user interviews: accessible, professional experience of the dog walkers, cost, and reliability.
Step 3. Connect these features and benefits with the needs of your users.
The goal is to identify what’s truly valuable to the user and not just a cool feature that users didn’t ask for. To determine value, take the personas you’ve developed and pair each persona with a value proposition that meets their biggest pain point.
Design
With a better understanding of the users and priority app features, I began designing how those features would be realized. V&A Audio guide app would focus on three main capabilities:
1 Exploring the museum highlights
2 Identifying lesser-known artworks of specific interest to users
3 Learning and sharing knowledge about arts & culture through a digital museum guide
Sketching users flows & understanding audio technology
As I sketch crazy 8s for 5 pages, I find myself going back and forth checking previously information gathered on Personas and IA mostly.
To establish user flow and content layout, I sketched out wireframes for screens that users would need in order to complete the three main tasks. One of the biggest considerations was designing how the tour flow would work, as I wanted to offer multiple methods of exploring the collection.
This part of the process required doing a bit of research into photo and audio technology to understand the basic limitations of what the app would be able to achieve. For example, I later built in a selection and zoom step in the photo ID flow, based on methods to increase accuracy in AI photo recognition software.
Based on the user insight that technology detracts from the meditative museum experience, the play/pause feature must be easily accessed with one hand and without much effort.
I decided that a central button on the bottom navigation would serve as a point of access for all artworks once the user needs it.
The proximity to the user’s thumb would allow them to easily access the play/pause feature even if users were looking elsewhere.
To keep the UI as minimal as possible and create a smoother flow, the audio guide icons for Play and Rewind/Forward have been favorited over the ones with a circle. As per the similarity principle of Gestalt, the circle would have interfered with the circles indicating the position of the artwork on the map.
TRANSFORMATION
Testing and Iterating on High Fidelity Designs: 12/03/2025
The app design included navigational and technical features such as searching in a list, and adding a given artwork to favourites list. I conducted a round of five usability testing in person on a high-fidelity prototype to identify core issues in these features.
Turning observations from our research into actionable insights.
Affinity Diagram (organise data)
Insight identification template
Based on the theme that: (theme from previous analysis), an insight is: (insight derived from theme).
Pattern identification template
It was observed that 2 out of 5 participants require information about accessible routes. This means that accessibility needs to be re-evaluated within the app orientation features
It was observed that 2 out of 5 participants require up-to-date information about galleries closures, events, state of facilities. This means that accessibility needs to be re-evaluated within the app orientation features.
It was observed that 3 out of 5 participants smoother user experience flow. This means that the prototype needs urgent revision.
Prioritize research insights from the most urgent to the least urgent
Priority 0
Based on the theme that: visitors require information about accessible routes, an insight is: Accessible routes need to be highlighted within the app’s features.
Priority 1
Based on the theme that: visitors require information about accessible routes, an insight is: Accessible routes need to be highlighted within the app’s features.
Priority 2
Prioritize insights template
Review research findings
Opinion of the app, including whether the user:
Likes the app overall
Likes the delivery system
Experience with completing prompts, including whether the user:
Knows how to get started with a highlights tour
Has trouble finding a gallery
Finds all the desired information to start exploring
Has trouble selecting artworks and adding to favourites in the app
Has trouble completing a play within the app
Has trouble entering artworks information
Attitude about the app and completing prompts, including whether the user:
Speaks in a positive tone
Speaks in an indifferent tone
Speaks in a frustrated tone
Speaks in an annoyed or impatient tone
Speaks in a confident tone
Usability study was preferred Moderated over Unmoderated due to the nature of the app itself, and the answers we want to find:
Is the app easy to use?
Are the users able to complete three main tasks as prompted?
Uncover users expectations.
How long does it take for the user to complete the task?
Are there parts of the user flow where users get stuck?
Synthesize research findings with affinity mapping - Affinity maps make excellent additions to design presentations and portfolios because they:
Show your ability to generate actionable insights from usability research
Help you justify your design decisions with evidence about users’ experiences
Identify themes in the data
you can organize your themes by adding them to the pattern identification template.
Expand themes into insights
you can further organize your insights by adding them to the insight identification template,
Compile prioritized insights
you can use the prioritized insights template to help move your insights to actionable design tasks.
Add to the case study
After the designer synthesizes their research and identifies actionable insights, it’s time to add information about the second usability study conducted to their portfolio case study slide deck
Reflection
I don’t want an app that users use only once, I wish for it to be simple to engage with.
How does the app excites users?
Make your own tour, sharing options, quizzes, new museum podcast channel with special content such as Curators interviews > volunteer expressed interest in using the app after the museum visit only if the content is unique to the app and cannot be found online.
Does it increase sales?
Based on the user’s tour and learning preferences, they can receive shopping, courses and events reminders and suggestions.
Partner with traveling companies based in London to provide a bespoke cultural experience.
Empathy
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Ideate