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Dutch Photography Museum App Redesign

Increasing Visitor Engagement Through Inclusive Design

Type

Self-initiated

Timeline

June 2024- August 2024

Role

Product Designer

Tools

Figma, Adobe PS, Adobe Firefly, Custom Design System

Platform

Mobile app

The Personal Discovery

Opening Doors to Inclusive Exploration

During a spring visit to the Netherlands Photo Museum, my friend and I were eager to explore two exhibitions. We downloaded the museum's app, hoping it would enhance our experience, but quickly realized its limitations. While I managed with my mild vision impairment, my friend, who suffers from allergies, struggled to read from their phone due to watery eyes. We searched for screen-reading and audio options in the app, only to find that none were available. Even basic accessibility features like adjustable font size and higher contrast were missing.

The Core Problem

Museums are failing to serve visitors with disabilities through poorly designed digital experiences, creating both accessibility barriers and signifi cant business losses.

Key Insight:

  • Lost Revenue: 1 in 4 adults in the Netherlands has a disability, representing millions in untapped revenue
  • Poor Retention: Inaccessible apps create negative experiences that reduce return visits
  • Market Gap €13.2 billion European disability tourism market with no museum apps addressing accessibility needs
Screenshot of the original app showing a key pain point, used as the starting reference for the case study.

Research Question

How can I redesign a museum app's navigation and information architecture to make accessibility features discoverable and intuitive for users with diverse needs?

Research and Discovery

To validate the scope of this problem and understand user needs, I conducted mixed-methods research:

Primary Research:

  • User journey mapping to identify specific friction points
  • Persona development based on accessibility needs research

Navigating Disappointment

Unhappy user journey illustration, highlighting key pain points in the experience.

User Personas

User persona: Eva — 'Disability doesn't define me; accessibility empowers me.' Eva, a passionate art enthusiast, often feels excluded from museum experiences due to her visual impairment. She recalls struggling with a museum app that lacked accessibility features, making it difficult to navigate independently. Eva dreams of inclusive solutions that allow her to enjoy art without barriers. User persona: Maxime — 'Art should be felt, not just seen — accessibility brings that depth.' Maxime, an emerging artist with seasonal vision issues, finds traditional museum experiences challenging. He relies on audio tours but finds them uninspiring, and current apps lack customizable settings. Accessibility features are essential for creating a deeper connection between him and the art.

Secondary Research:

  • WCAG 2.1 accessibility guidelines analysis
  • Market research on disability tourism (€13.2 billion European market)
  • Academic research on inclusive museum experiences

Competitive Analysis:

Competitor analysis — Direct competitors: Seeing AI, Aria, Be My Eyes. Indirect competitors: Google Art & Culture, Google Maps, Museum Louvre.

Market Gap:
No existing solution effectively integrates accessibility features into a museum context. Museums were essentially ignoring 15% of potential visitors, representing a massive untapped market opportunity.


Design Challenge Analysis:
After analyzing the original Nederland Photomuseum app, I discovered the problem wasn't just missing accessibility features—it was a fundamental information architecture failure:

Buried functionality:

Key content like exhibit info was difficult to access because of unclear navigation.

Inconsistent interface:

Sections used completely different layouts and interaction patterns.

Poor content hierarchy:

Users couldn't understand where they were or how to access what they needed.

No accessibility consideration:

Inaccessible to users with disabilities.
GIF showcasing the project scope, including stages: Discovery, Define, Ideate, Design, Test, and Recollect.

Design Process

Strategic Approach
Rather than adding accessibility features to a broken foundation, I redesigned the entire user experience around accessibility-first principles while improving usability for all users.


Wall display covered with iterations of paper wireframes.

Prototype

Prototype of low-fidelity wireframes for the accessibility-focused museum app.

Testing and Key Design Decisions


Testing Phase: A Learning Experience


Initial Testing Approach (What I Did)

I conducted usability testing with 5 users with diverse accessibility needs, using the following task structure:

  • "Navigate to the Audio Tour menu and start an audio tour for a chosen exhibit"
  • "Access the accessibility menu and adjust at least one setting"

Results from This Approach:

Users successfully completed all tasks with minimal difficulty. Feedback included comments like "easy to navigate," "intuitive," and suggestions for "more customization." Overall, the testing seemed to validate the design decisions.

Critical Reflection: What Went Wrong

  • Challenge 1: Testing Interface Compliance, Not User Experience
  • What I did: Created step-by-step instructions that essentially tested if users could follow directions

    The issue: This doesn't reveal how users would naturally interact with the app or whether the design truly meets their needs

  • Challenge 2: Leading Users to Solutions
  • What I did: Told users exactly where to go ("Navigate to the Audio Tour menu")

    The issue: I prevented discovery of potential navigation problems and didn't test whether features are findable when needed

  • Challenge 3: Artificial Task Structure
  • What I did: Created testing scenarios that don't mirror real-world usage

    The issue: Users don't think "I want to access the accessibility menu" - they think "I need this text to be bigger"

  • Challenge 4: Shallow Success Metrics
  • What I did: Measured task completion rather than understanding user mental models

    The issue: 100% task completion told me nothing about actual usability

Better Task Example:

  • Original: "Navigate to the Audio Tour menu and start an audio tour"
  • Improved: "You want to enhance your museum experience. Explore what options are available."

This tests natural discovery and value perception rather than button-clicking ability.

Key Learnings & Future Approach


What I learned: Good UX research should challenge assumptions, not validate them. Users don't think about interfaces—they think about goals.

How I'd approach it differently:

  • Conduct proper user research using scenario-based tasks
  • Test in realistic contexts (ideally at the museum)
  • Focus on emotional experience not just task completion
  • Iterate based on real insights rather than interface feedback
  • Validate with accessibility experts and actual users with diverse needs

Professional Growth Reflection

What This Experience Taught Me:

  • Self-awareness: Recognizing flawed methodology independently
  • User empathy: Understanding real user behavior vs. designer assumptions
  • Growth mindset: Learning from mistakes strengthens UX thinking

Recognizing and correcting methodological flaws demonstrates stronger UX thinking than achieving perfect results from poor testing. Moving forward, I prioritize research methods that challenge my assumptions rather than validate them, leading to truly user-centered solutions. This reflective process has proven more valuable for my professional development than any 'successful' test results could have been.

Results: Key Design Decisions

1. Integrated Accessibility Hub

Problem: No accessibility features were available

Solution: Floating accessibility overlay accessible from any screen with comprehensive options:

  • Font size adjustment (3 levels)
  • High contrast and color inversion
  • Dyslexia-friendly font toggle
  • Audio guide and text-to-speech
  • AR wayfinding and note-taking

2. Persistent Bottom Navigation

Problem: Users previously couldn't understand where they were in the app

Solution: Clear, persistent navigation with logical grouping (Explore, Scan QR, Info, Listen)

Impact: Always-visible navigation reduces cognitive load and provides consistent orientation

3. Overlay Design Pattern

Problem: Accessibility features typically buried in settings

Solution: Floating accessibility menu that overlays content, accessible via prominent button

Impact: Users can access accessibility tools without losing their place in the app

Design System

To ensure consistent accessibility and usability throughout the app, I developed a comprehensive design system built on accessibility-first principles. The system established a structured typography hierarchy featuring dyslexia-friendly font options, alongside a high-contrast color palette that exceeds WCAG AA standards. This foundational framework enabled seamless implementation of the integrated accessibility hub and persistent navigation elements, ensuring all interface components maintained visual consistency while supporting the app's accessibility-focused architecture.

📁 View Full Case Study

Impact and Business Value

Immediate Benefits

🌐

Universal Usability

All users benefit from clearer navigation and better organization

📱

Market Access

First museum app with comprehensive accessibility features

🎯

Competitive Advantage

Access to €13.2 billion European disability tourism market

Projected Impact

Visitor Increase

15%
Minimum
25%
Maximum

Potential increase in visitors with disabilities

Market Potential

€13.2B
EU Market

European disability tourism market size


Key Takeaways

Final flow

🚀 Interactive Prototype

Future Roadmap

Roadmap: 
      Phase 1 — Core Features: Launch enhanced voice navigation, implement real-time accessibility settings, conduct an accessibility audit. 
      Phase 2 — Advanced Features: Add a voice-interactive chatbot for exhibit Q&A, personalize exhibit recommendations, implement advanced wayfinding with location services. 
      Phase 3 — Platform Expansion: Develop a web app version for desktop, integrate with existing museum systems, and support multi-language accessibility features.

Conclusion

This project transformed a personal frustration into a comprehensive solution addressing a €13.2 billion market opportunity. By redesigning with accessibility-first principles, I created an experience that serves visitors with disabilities while improving usability for all users - proving that inclusive design is both the right thing to do and smart business strategy.