UX  - NGV App

An App that engages visitors with a self guided tour that uses location awareness technology.

 

The Challenge

The National Gallery of Victoria has over 2.5 million visitors annually and has around 13,000 square meters of space. The Gallery is always looking to improve the visitors experience.

The Problem

Given the amount of visitors per year how can we improve the overall experience for visitors?

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The Approach

Several days were spent at the NGV to try and discover where the gallery was falling short. Informal conversations with staff and patrons was valuable as well as insightful . A competitor analysis and secondary research was used to try and find common themes. In total 23 people both staff and patrons were interviewed to see what delights and pain points they had at the gallery. All the findings were then mapped to create an affinity diagram. Armed with this new information a survey was designed to narrow down the problem statement.

Having a stronger understanding of the audience personas were created followed by a journey map so that opportunities can be uncovered.  A wireframe prototype was then built and user tested over four iteration in order to validate the findings.

Methodologies

  • Field Studies
  • Interviews
  • Competitor Analysis
  • Qualitative and quantitative research           
  • Journey Mapping
  • Personas
  • Affinity Mapping
  • Wireframing
  • Prototype
  • Usability Testing

The Result

The result was an app that lets you skip the ticket queue and helps users unlock information about a certain piece of artwork. Using beacon technology the visitor can view or listen to interesting facts about the artwork. 


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