White Structure


Helping individual visitors be more engaged during their visit to the High Museum of Art in Atlanta

Project Overview

Team: Avery Ao, Holly Sun, Abhinav Thukral, Catherine Yang

Methods: Survey, Contextual Inquiry, Semi-structured Interview, Affinity Diagram, Comparative Analysis, Personas, Empathy Map, Storyboarding, Brainstorming, Prototyping, Heuristic Evaluation, Benchmark Task Testing

Duration: 4 Months, Aug 2021 - Dec 2021

My Role: UX Researcher, UX Designer


The High Museum in Atlanta has great collections and is definitely worth going to, but there are still complaints from visitors about having difficulties understanding the art and being boring during the visit.

Problem Statement

How could we help individual visitors (aged between 18-34 years) without relevant art backgrounds to be more engaged in their visiting experience at the High Museum of Art during the COVID-19 pandemic?


We designed a mobile app that would provide more information with higher accessibility about the collections of artwork and encourage more interactions between visitors within the museum.

Product Overview

UI by Abhinav Thukral

Feature 1: Information tags and detailed information page

After using AR technology to scan and recognize the artwork, visitors will be able to access two types of detailed information about the artwork.

Feature 2: Comment on and react to the artwork

Visitors can leave their comments on the artwork and they can see how others' thoughts as well. They can also just react to the artwork with a simple emoji.

Feature 3: Bookmark the artwork

Visitors are able to save or archive the artwork by tapping on the bookmark button and can get back to the bookmarked pieces of artwork for future references.

Feature 4: Share an artwork

If the visitors want to share a specific artwork, they could do this by sharing the postcard directly or sharing a bookmark of that artwork. Both will be in the form of an image with QR code(s) on it.

User Research

Located in Atlanta, GA, the High Museum of Art houses an exceptional collection of artworks from different cultural and regional backgrounds. However, the High, such a museum with a high reputation and rich collection, is still not free from accessibility problems. "Where is the entrance of this exhibition?" "What does this painting mean?" "Why is everything so boring?" Complaints bubble up everywhere in the museum. Therefore, in order to find out what is boiling up the bubbles and how to simmer them down, we decided to dig deeper into the field.

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Research Findings

Finding 1: The users express a large interest, need, and reliance on the information provided by the museum, while the currently provided resources of information in the museum are inadequate to satisfy the users.


Finding 2: The users need refreshments and prefer interactions while the High Museum is lacking improvements on both.

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Finding 3: The users need a way (use their phones) to collect visit-related information and material for future references and socialization.

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Personas & Empathy Maps
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*Drawn by Abhinav Thukral

User Goals


Visitors want to have access to additional information on artworks as well as general information on museum policies and facilities.


Visitors need methods for self-expression during their visit.


Visitors want to have guides to assist with their visits.


Visitors need methods to document their visiting experience.

Develop and Ideate

After figuring out our users' needs and current issues that are bothering them, we first worked on exploring design opportunities, generating design concepts, and creating initial wireframes. We then went to do feedback sessions about our ideas and wireframes and improve our design based on collected data.

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AR Scanning & Information







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Information Tags

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Detailed Information

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Create Postcards

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Edit Postcards

Feedback Session Findings

Finding 1: Additional feedback on system status is needed to inform users on how to interact with features.

Finding 2: An onboarding tutorial is necessary to help first-time users understand complex interactions.

Finding 3: The language used in the design should be more descriptive.

Design and Iterate

As we settled down on our design via the wireframes, we continued to develop the prototype. During this stage, we conducted 3 rounds of expert testing and 5 rounds of user testing to collect feedback about our prototype and we were also improving the prototype between testings. After ideation, we settled down on our application with 4 main features and completed the prototype.

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Product Main Features

Feature 1: Information tags and detailed information page

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After using AR technology to scan and recognize the artwork, visitors will be able to access two types of detailed information about the artwork. The first type is detailed information about specific elements or areas of the artwork, which is presented by information tags at the corresponding location on the artwork. The second type is information including the artwork overview, the artist's introduction, related artwork, and so on.

This feature helps reach the user goal that users need more information related to the artwork to explore the artwork itself and the High Museum.

Feature 2: Comment on and react to the artwork


When the visitors want to communicate or express their thoughts on a public platform, they can use the comment page to do so. They can read through others' comments, post their own thoughts, and react to the artwork. The comments will be displayed in a form of live chatting while ordered in chronological order. The reactions section will present the top 5 popular emojis.

This feature creates a sense of live interaction for the visitors who need socialization and communication with other visitors as well as those who want to express their thoughts.

Feature 3: Bookmark the artwork

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Visitors can have a collection of pieces of artwork they might be interested in or consider worth collecting. By tapping on the bookmark button, they can "save" the specific artwork and the artwork will be kept in the "My Bookmarks" section for them to get back to it later. In addition, they could also leave their personal notes about the artwork.

This feature helps with the user goal of documenting and archiving information.

Feature 4: Share an artwork

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When visitors want to share artwork for purposes like discussing with others or simply sharing good pieces of artwork, the system will create a well-designed image for them to conveniently share it to other platforms. The image contains the basic information (title, artist, time, and location) of the artwork, an image of the artwork, and QR code(s) for more information about the artwork.

This feature will bring up the visitor's engagement by encouraging them to socialize with others either through discussion or via sharing with the public.

What I Learned

Accessibility & Universal Design

I learned how to increase the accessibility of my design and tried to reach the level of universal design.


I improved on how I deal with others' disagreements, how to express my ideas accurately, and how to defend design and ideas with valid reasoning.

Leadership & Confidence

I was way more confident to lead a session or be the one who speak for the whole team at the end of the project than at the beginning.

Where I Could Do Better

Improve the design

Though the semester ends, our team still plans to meet together to fix the issues in our design which we did not have time to do so.

Have a larger sample for feedback and testing

We would try to gather more participants to test our ideas and prototypes because the current number we have is still not adequate and we feel our findings lack reliability.

Participate more in visual design

Our visual design of the prototype was done largely by our team member Abhinav Thukral. I wish I could participate more in the visual design section. I am doing a redesign of this project and will update my own work here when it gets ready.

Thanks for reading