Industry
Research
Client
FINN Lab
Hood Museum of Art
Role
Team
Figma
10 weeks
Mar 2024 - Jun 2024
That's really not a lot of time.
How might we work on improving visitor engagement with artworks in a museum setting?
This research looks into the cognitive mechanisms behind individual interpretations. Their studies have relied on traditional lab-based surveys, limiting scalability and real-world application.
Collecting large-scale research data autonomously outside a controlled lab setting is challenging.
How might we bridge the gap between neuroscience research and real-world experience?
Objectives
Design Principles
Key Challenge

To bridge neuroscience research and real-world perception, we designed an app that transforms the museum experience into an interactive study of ambiguity.
How it works
1
Make Meaning
2
See Another Perspective
3
Find Patterns
Process
Understanding the problem
To begin, we looked at the current phase of the research study, experiencing what the lab was asking for in a controlled monitor setting. We then went and did a mock field study, where we completed the study questions on paper in the museum. From these experiences, we as the designers had a better grasp of what we needed to design for, and what our partners wanted to achieve.
Understanding the problem
We then conducted user and market research. With data provided from the Hood Museum, we were able to gather information about the common visitor demographics. We then looked at a variety of different museum interaction apps currently available in the market, as this helped us determine successes and pitfalls from similar applications.
Upon collecting some preliminary research information, we went back out to the field to conduct user interviews. During these interviews, we were able to gather insights about the common visitor experience and how typical visitors engage with the museum. We wanted to find a way to effortlessly introduce our app experience as to not take away from the original experience, but rather to enhance it. As such, we needed to find ways to gamify and entice users, as they had to voluntarily participate in the study.
Understanding the problem