MCA Guide
Enhancing Museum Engagement

ROLE
UX Designer & Researcher
TIMELINE
Fall 2025
10-week academic project
SKILLS
UX Design, User Research, Usability Testing
OVERVIEW
The Challenge
Museum visitors struggle to balance guided information with personal exploration, often finding themselves overwhelmed by content or disconnected from the art. Our goal was to enhance engagement with art by providing contextual information while minimizing disruption to the natural flow of appreciation.
RESEARCH
Understanding Museum Visitors
We conducted contextual inquiries with 6 museum visitors, ranging from frequent explorers to infrequent visitors.
Key Insights:
Ambiance Over Navigation
Users cared more about the museum's atmosphere (noise levels, crowding, and overall ambiance) than about navigation or information gathering systems.
Self-Paced Exploration
Most visitors preferred to wander and explore at their own pace rather than follow a set route or tour.
Photos as Memory Anchors
All users took photos of exhibits as their primary way to reflect on and share their experience later, often posting to social media.
Technology Tension
Visitors believed phone use would detract from the experience. They want tools that enhance learning without creating distraction.
Despite our initial focus on wayfinding and engagement, subjects revealed that ambience had a stronger impact on their overall enjoyment than maps or signage. This insight fundamentally shifted our design approach.
SYNTHESIS
User Personas
Based on our research, we identified two distinct user types with different needs and motivations.


DESIGN
Conceptual Design
MCA Guide is a mobile app that helps visitors plan, explore, and reflect on their museum experience. It balances guided learning with self-paced exploration through interactive maps and QR codes.
Key Features
Interactive Maps
Mood-based personalization that suggests exhibits aligned with how visitors are feeling.
QR Code Integration
Quick access to information about artworks without forcing technology or disrupting the natural flow of appreciation.
VALIDATION
Usability Evaluation
We conducted usability testing with 7 participants using two primary task scenarios:
Scanning QR codes for artwork information
Using the interactive map with mood-based personalization
Task Performance
TASK 1: QR Code Scanner
Success Rate: 100%
Avg. Completion Time: 1-2 min
Errors: 0
Task 1 was highly intuitive with smooth completion and zero errors from all users.
TASK 2: Personalized Map
Success Rate: 100%
Avg. Completion Time: 2-4 min
Users Needing Hints: 3/7
While all users completed the task, several needed guidance finding the personalization feature.
Key Findings
Confusion Around Personalization
The "How are you feeling today?" prompt was interpreted by some as optional or out of place. Its placement didn't clearly communicate its purpose as a personalization entry point.
Multi-Step Workflow Issues
The personalization workflow required multiple steps that users didn't immediately associate with planning their visit, indicating a need for clearer labeling.
Strong Concept Validation
Users who successfully completed the interaction found personalized suggestions helpful and engaging, confirming the concept's strong potential.
OUTCOMES
Proposed Design Changes
Based on our usability findings, we identified several improvements that would make the personalization feature more transparent and intuitive:
Clear Entry Point: Add a prominent "Plan My Visit" button on the home screen so users immediately understand where personalization begins.
Enhanced Mood Selector: Redesign with more intuitive buttons including images associated with each mood, plus descriptions of what each option means for the visit.
Improved Visual Hierarchy: Use highlighting or color coding on the map to distinguish recommended exhibits from the rest of the museum.
REFLECTION
Lessons Learned
What Went Well
Early Research Impact: The contextual inquiry phase provided a strong foundation that shaped all subsequent design decisions.
Clear Task Scenarios: Our usability test scenarios were clear and easy for users to understand, yielding actionable feedback.
Iterative Approach: Moving from research to personas to prototyping created a logical progression that kept us grounded in user needs.
Challenges & Opportunities
Card Sort Adaptation: Card sorting proved difficult to translate into a mobile context where screens and categories are more compressed.
Balancing Research Focus: Our initial questions focused on wayfinding, but we should have asked more about the role of ambience in shaping the visit.
Prototype Fidelity: Some elements needed more explicit affordances to support quick user comprehension.
Future Directions
If we were to continue this project, we would:
Prototype richer interactions earlier in the process to test complex features like personalization more thoroughly
Adapt the card sort methodology to better suit mobile navigation patterns
Simplify the navigational structure before moving into evaluation
Conduct more focused testing on the balance between ambient experience and digital tools