Creating a research-driven app concept to improve museum visitor retention

In April, 2026 I joined University of Washington's chapter of Alpha Theta Delta, the world's first interdisciplinary design fraternity. Over the next two months, I worked with 14 other designers to create an app concept to improve museum student visitor retention in Seattle.

Role
Design ResearcherUX ResearcherUX Designer
Timeline April - May 2026
Tools Figma

Context

A decline in visitors

Seattle is home to dozens of museums, however, over the past decade Seattle museums have seen a steady decline in visitor engagement and ticket sales.

Research

The student museum experience

To simplify such a broad issue, we focused on student museum visitors and why their numbers are declining. My 15 person cohort split into groups of 5 to work on different research methods.

Field Research

Combined, my group visited 6 local museums, observing museum structures, exhibit layouts, accessibility features, and visitors.

Children's shared space in the Burke Museum, U District, Seattle
Shared space in the Burke Museum in U District, Seattle, clearly designed for children.

Surveys

10-questions. 98 student responses. Here’s what we found:

87%

visit museums once to a few times per year

39%

say museum visits are costly

Interviews

7 UW student interviews, including a local artist and both native and international students.

Interview 1

International student at UW

“I would like to see smaller and more interactive exhibits.”

“The bigger museums sometimes have translations, but I wish more museums have options in language audio description.”

Based on our research, I built two personas with needs, goals, and pain points, representing the range of student museum visitors in Seattle.

Charlotte Kim

Age: 18
Art Major
Seoul, Korea

Bio

  • International art student
  • Visits museums and art galleries to explore Seattle and learn about different cultures.
  • Likes to explore art galleries for artistic inspiration.

Pain Points

  • Prefers to go alone.
  • Finds museums difficult to navigate.
  • “I would have liked multi-language accessibility in museums.”

Goals

  • Understand exhibits in native language.
  • Visit museums tuned to her interests.
  • Awareness of new exhibits/museums.
  • Spend more time at museum.

Thomas Brown

Age: 21
Student
Seattle, Washington

Bio

  • Doesn’t like museums because they are expensive.
  • Finds exhibitions boring.
  • Prefers to bring people with him.

Pain Points

  • “I don’t have the attention span to read all the blurbs for the pieces.”
  • He doesn’t frequent them very often, but when he does it’s “not for leisure, because of free tickets.”
  • Wishes museums were cheaper and more dynamic.

Goals

  • Find interesting exhibits.
  • Third space to hang out with friends.
  • Absorb the content more actively.

After analyzing all data, we identified three main pain points:

Accessibility

Language accessibility and worries of inaccessibility driving away customers.

Museum Fatigue

5/7 interviewees mentioned feeling overwhelmed by the size of museums.

Financial Priorities

39% of surveyed applicants said that museums were too costly to attend.

How might we design and promote a personalized Seattle museum experience for students so that visits become an engaging and recurring pastime?

Lo-Fi Ideation

Storyboarding the experience

We used identified pain points to imagine necessary features. Here we demonstrated how a pathfinding feature allows students to navigate museums based on personal interests and preferences.

Nine-panel storyboard of a student named Julie getting a free museum event notification, choosing transportation, picking exhibits she's interested in, exploring the museum on a guided route, checking out the cafe, and returning for future events
First design iteration of Musemap showing a lock screen notification for a free exhibit, a home feed of nearby museum events, and a museum detail page with address, map, and description

First app design iteration showing deals to help inform students about ongoing offers.

Mid-Fi Ideation

Brainstorming features

For part two of ideation we had three new teams: Branding, App Design, and my group, Ideation.

We went through the interviews again and identified user needs. Based on that we came up with a general app structure. We prioritized event outreach and advertizing features, and creating an easily customizable user experience.

Outline of app features and flows: onboarding, home screen, pathfinding flow for creating a visit, events page, and profile page Main takeaways synthesized from the seven interviews for the home page

Design

Mapping the user flow

The final user flow of the entire app from onboarding to profile management based on the necessary features.

Start/End shape Process shape Decision shape Input shape
User flow diagram for onboarding: opening the app, logging in or creating an account, and choosing personal details, interests, and accessibility options User flow diagram for event page navigation: discovering recommended museums and events, filtering by event type, and buying tickets User flow diagram for pathfinding: starting a new visit, choosing a museum and topics, inviting friends, generating a map, and rating the visit User flow diagram for profile and accessibility options: viewing and editing your profile, scrolling past visits, and adjusting accessibility settings

For the remainder of the project, we worked closely with the App Design team to solidify logistics and features, and direct the design development. Once the design was finalized, we worked with the rest of the team to make sure our process was properly documented and ready to present.

Outcome

Reflection

This project allowed me to play every role in the design process, from inception to execution. After completing the final design, we presented and defended our solution to over 30 members of the Alpha Theta Delta fraternity, who were extremely impressed with our process and result.

Understanding the problem to drive the solution

Although cost was a significant factor in driving away regular visitors, I encouraged the team not to focus on that problem because it wasn't feasible. Instead, I advocated to improve other aspects of the museum experience in our solution, like using engaging digital features. One of these features, museum pathfinding, became one of the most important and unique aspects of our solution.

Seeing the little things

Rereading every interview and dozens of survey responses allowed me to notice subtle user needs. Although language accessibility was mentioned by few, I thought it was important to consider due to the range of cultural backgrounds present in Seattle universities. I brought it to the attention of my team while I built the user personas, and we were able to include features centered around it in the final design.

Thinking outside the box

Although I was thorough in my research and feature design, I wish I advocated towards more unconventional solutions than an app. For example, a common issue students brought up was a lack of transportation to museums. Something I would have done different next time is explore a physical solution that curates transportation to museums, such as a shuttle service or a bus route, instead of resorting to digital solutions.