Muse is an all-in-one museum companion app designed to challenge the phrase "you can't see the MET in one day" and allow users to tailor their experience to what they want to see.
Team Members:  David Gonzalez, Danielle François, Randy Friday
Timeline:             2 Weeks
Role:                Scrum Master, UX/UI Designer
Project Goal:       Our primary goal for this project was to give users the ability to plan out
                                        their museum visit before actually visiting the museum in person.
                                        Museum visits are often planned ahead of time, but with vast collections
                                        like the MET it is often hard to see everything at once.  
Focus, The MET: • One of the most visited museums in the world    
                                       • One of the first museums to utilize Google’s Big Query allowing users
                                          open access to information on it's collection
                                       • It’s difficult to take in the vast collection in one day because of the
                                          amount of information to digest.​​​​​​​
Research and Discovery
We visited the MET to see what behaviors were performed by users and what resources were available for them to use during their visit. We also interviewed 6 users on-site at the MET. They ranged from regular visitors (monthly, weekly) to tourists from out of the country. We discovered that:​​​​​​​
Images from inside the MET(above)
Competitive Analysis
Problem Statement 
How might we help museum goers get the information they seek & save their inspiration all in one place?
Archetype

Behaviors(above)

Goals (above)

Pain Points (above)

"What I usually do is take a picture of the plaque if I want to find more work from that artist. I'll just Google the artist right then and there, and screenshot it so it's in my notes." -User 1
Prototyping & Testing
Paper Prototype
Usability Testing: Round 1

We created a mock environment for users during this test to identify the behaviors associated with our design choices. Specifically using the camera function, the collections tab, and the favorites.
Pros​​​​​​​
• Info page was easily interpreted 
  by users
• Users intuitively understood how 
   to use the camera function
• 3/3 users intuitively held “camera”
   up to images placed on the wall
Cons​​​​​​​
•  Understanding the Camera screen
    copy and translating the instructions
    into an action
•  No one noticed the ‘Search’ bar on
    the map
•  The icon used for the ‘Collections’ tab
    was not easily interpreted by users
Mid-Fi Prototype
Before
After
Usability Testing: Round 2
Pros
• Onboarding for our design was
   understandable for users
• Favoriting artwork was intuitive
• Changes to Camera copy were
   understood by all users
Cons
• There were mixed results for finding
   more information about artwork
   with some users unable to find the
   appropriate page, some thinking it
   was in a different section, and one
   unsure if the artwork or plaque
   would provide them with access to
   the information after using the
   Camera function
Mock Up
Changes from low fi to mockup:​​​​​​​
• Created a logo based on our brand color guide and used different iconography
• Changed our original home screen and moved the buttons into a bottom navigation bar
• Added more detailed instructions for our 'Capture Feature'
• Added a 'Search' feature to the 'Collections' and 'Favorites' page
Before
After
Current Status: Complete
Currently, the project is “complete”. There were concepts that we foreshadowed for the next steps of the app if we were to proceed with the project.
Next Steps
​​​​​​​• Work with a developer to implement and test the features we decided to include by utilizing
   the API my team chose (Google Vision API)
• Testing the hi-fidelity prototype for problem areas that may have been overlooked

More Work

Back to Top