DEFINE
Analyzing User Research through Affinity Diagramming
To analyze the results of the user interviews, we transcribed the interview data and extracted the content into sticky notes on a Miro board for Affinity Diagramming.
(Screenshot of affinity diagraming in Miro board.)
Why do young adults want to go to museums?
In user research, we identified the following three reasons why young adults visit museums.
1. Hanging out with friends:
In the interviews, all six participants mentioned that they almost always visit museums or art galleries with friends. They enjoy discussing the exhibits with friends, whether or not their friends have a background in art and design. Visiting museums together is a joyful experience for them.
2. Getting to know a city through museums:
Many young adult interviewees mentioned that when they travel to a new city, they often visit local museums or art galleries. They believe that these institutions showcase the history and culture of a city in a unique way.
3. Enthusiasts of art and design:
Among the recruited interviewees, four had backgrounds in art and design, such as degrees in interior design or product design. They already had a high interest in museums and art galleries, using visits to gain design inspiration.
How do young adults access museums information?
In the interviews, we found that young adults learn about museums through word of mouth, social media, or friend recommendations. Once they have a general understanding of a museum, they go to the museum's website to obtain the most comprehensive information. The following three points represent the information young adults most desire when browsing museum websites.
1. Real-time updates:
Real-time updates are one of the most critical factors for young adults when browsing museum websites. Having up-to-date exhibition information and museum operating hours allows them to plan their visits more efficiently and determine if the exhibits align with their interests.
2. Unique Exhibition Collection: Besides large and well-known museums like the Met or the Louvre, some young adults expressed a special interest in smaller museums. However, these smaller museums often have poorly designed websites, potentially failing to capture the interest of young adults. Bryan mentioned, "the smaller museum has a very, you know, I would say obsolete, almost new website design. So, but they have a great collection."
3. Easy ticket purchasing:
Most young adults prefer to purchase museum tickets directly from the museum's website as they consider it the safest way to obtain tickets. They are concerned that third-party platforms may provide tickets of unclear origin. Therefore, clear information on purchasing tickets on the museum's website is crucial for them.
IDEATE
Exploring Potential Design through Competitive Analysis
In addition to understanding the motivations and needs of young adults visiting museums, we conducted an analysis of eight website competitors to explore current trends in museum website design and identify potential design directions.
We conducted separate analyses on four direct competitor websites and four non-direct competitor websites. By scrutinizing both types of websites, we aim to uncover diverse potential design directions.
(Images of the museum logos. 1: Whitney Museum of American Art / 2: Museum of Modern Arts / 3: Museum of Arts and Design / 4: The Metropolitan Museum of Art / 5: The Louvre Museum / 6: Montreal Museum of Archaeology and History (Pointe-à-Callière)/ 7: The Friends Experience Museum / 8: Metrograph)
Uncovering User Mental Model
After completing the competitor analysis, we conducted user research through the Optimal Workshop, specifically employing card sorting and tree testing. These two methodologies provided insights into how young adults interact with museum websites, enhancing our understanding of user mental models.
Card Sorting
To begin, we deconstructed the content of the Merchant’s House Museums website, creating a total of 50 cards. Simultaneously, we modified the titles on the website to ensure participants easily grasped the card content.
Before formal testing, we engaged two participants in a pilot test for refinement. Subsequently, we conducted remote tests with a total of 8 users, including two participants in unmoderated testing, while the others underwent moderated testing. Each test took approximately 10 to 15 minutes. Feel free to take the test by clicking on this link.
Here are some screenshots showcasing partial results from the Optimal Workshop testing.
(Screenshots of the interview process, with the interviewee's photos subjected to blurring for privacy protection.)
Tree Testing
Our team redesigned the information architecture of the website using Google Sheets based on the card sorting results. Then, we came up with 10 tasks to test the redesigned website's structure for different user scenarios. After the tests, we had brief 10-minute interviews with the participants to better understand their experiences with tree testing. Feel free to take the test by clicking on this link.
We followed a similar approach to recruit participants as we did in card sorting. We began with two individuals for a polite test, and later, we involved a total of 8 users for remote testing. Among them, two participants did unmoderated testing, while the rest participated in moderated testing.
Here are a screenshot showcasing partial results from the Optimal Workshop testing. The results indicate that We included 5 questions gain success rate over 60%. 3 questions gain success rate between 40%-60%. 2 questions gain success rate under 40%.
(Screenshots of the interview process, with the interviewee's photos subjected to blurring for privacy protection.)