Challenge: “How to empower knowledge and exchange of practices within museum education?”​​​​​​​
Project aiming to research and enhance the exchange of knowledge and practices between museum educators, teachers and researchers.
FIRST STEPS
In a group of mainly researchers and me as UX designer, we started by doing some rapid prototyping in order to get familiar with the subject. These cubes were our first inspiration representing our ideas around museum education, as museum exhibitions should be interactive and provide ways for the public to engage and co-create with each other. 

“Let’s start a conversation” prototype

QUALITATIVE RESEARCH
After conducting some research and applying Design Thinking methods we individualised our main user and had a general idea how to connect them in order to improve practises within museum education.
To validate our initial findings we also conducted some qualitative research, interviewing our main stakeholders: museum educators, teachers and researchers.

 Interviews were conducted in person or via Skype

TRANSLATING DATA INTO A TANGIBLE APPROACH
CONCEPT MAP, PERSONAS & USER STORIES
The collected data was analysed and translated in a concept map, personas and user stories.

Concept map done with Whimsical

Personas of our main users: museum educators, teachers and researchers. User stories were made in the perspective of each user.

Photos from unsplash.com; museum educator: Michael Dam; teacher: Fabio Spinelli; researcher: Marius Ciocirlan

The designed user story in the perspective of the museum educator

PROTOTYPING & TESTING
First steps towards the online community: setting up the functionality in a wireframe prototype. In order to compare the methods, we also sketched a paper prototype: It’s fun making it, it is easy to change and it improves team building.

Connecting the dots, building the first wireframe with Figma

WIREFRAME VERSUS PAPER PROTOTYPE
By testing both prototypes (wireframe and paper) it seamed that the sketchy look of the paper prototype was an important advantage because it encouraged honest feedback. Later we also did some A/B testing.

Sketchy look of the paper prototype

Testing the functionality with the paper prototype

DIGITAL PROTOTYPE
After testing and changing some features was time for the digital prototype of the online community. In the community environment museum educators, teachers and researchers can co-create, share knowledge and showcase their work.

Homepage digital prototype, made with Adobe XD

INTERACTIVE SCENARIOS
For the purpose of a showcase we built interactive user scenarios to engage a diverse audience with the user’s challenges and the solutions proposed by the community.

Start the challenge screen; photo teacher from Fabio Spinelli, unsplash.com; m.e. from Freepick.com; researcher from Marius Ciocirlan, unsplash.com

Visual of the interactive user story - museum educator (showcase)

Visual of the interactive user story - researcher (showcase)

DIGITAL TRANSFORMATION DESIGN PROGRAM
The Digital Transformation Design is a practical 20 weeks learning program with a holistic design approach when dealing with complex assignments. Multidisciplinary agile teams use the basics of SCRUM combined with creative processes such as Design Thinking and Design Method Toolkit. The UX approach is essential part of it, covering several competencies (among others): Applied Human Centered Design, Interdisciplinary System Thinking, Systemic design, Collaboration and Co-creation.

DIGITAL SOCIETY SCHOOL
The program from the DSS works with the Sustainable Development Goals (SDGs) from the United Nations (for instance improving quality education) and is part of the Faculty of Digital Media & Creative Industries, Amsterdam University of Applied Sciences (Hogeschool van Amsterdam).
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