Interactive Kiosks & Map Redesign High Museum Wayfinding

Help visitors move confidently between buildings and exhibits, without asking for directions.

Team Muse Collective partnered with the High Museum of Art (Atlanta) to reduce wayfinding friction across its multi-building campus. We redesigned the on-site kiosks and map to clarify where I am, how to get there, and the best route for me.

Timeline

Aug 2024 - May 2025

My Role

Lead UX Design, User Research, Design System

The Team

1 Researcher, 2 Designers

OVERVIEW

Background

• Challenge

Visitors have struggled with navigation at the High for 20+ years, leading to confusion and missed exhibits.

• Opportunity

Understand why navigation fails and design a system that improves orientation, routing, and confidence.

Process

Final Design

• Way-finding Kiosks

These kiosks would be stationed across the museum to show where I am, provide routes to destinations, and highlight exhibits.

• Web App

Portable access to the same system without downloads; visitors can plan routes, filter by preferences, and access maps anywhere.

• Design System

Consistent iconography, building colors, signage language, and map layers for alignment across staff and visitors.

Impact

• Direction questions to staff

0%

0%

Before: 6.8 questions/hour
After: 3.9 questions/hour

• Time to reach exhibits

0%

0%

Before: Avg. 11 min
After: Avg. 8 min

• Visitor confidence navigating

0%

0%

Before: 46% rated “confident.”
After: 62% rated “confident.”

• Navigation without staff help

0%

0%

Before: 41% completed
After: 53% completed

PROBLEM

Framing the Problem Space

After preliminary research, we understood the problem more in-depth. 3 separate buildings, connected by only 3 bridges across limited floors, and inconsistent wall heights that distort spatial perception.

Problem Statement

How might we improve users’ experience with Navigating between buildings at the High Museum of Art?

RESEARCH

Breaking Down Research Questions

What is currently known about wayfinding & engagement?

Literature Review

What we did

40+ papers and articles

Key takeaways

Visitor explorer motivations are common; wayfinding shapes engagement time.

Movement design (paths, thresholds, decision points) strongly influences exploration.

Navigation tools vary; each has trade-offs kiosk + map must work together.

How do other museums guide visitors?

Comparative Analysis

Sample

10+ comparable multi-building museums

10 comparison categories

Key takeaways

Mobile apps dominate digital guidance.

Tours and paths are often preference-based (time, interests, accessibility).

Physical signage tends to follow collection types.

How do visitors navigate at the High?

Field Observation

Protocol

4 days; 3h/day

Key takeaways

Visitors are poorly supported by physical navigation tools.

Visitors struggle to orient on maps; “Where am I?” is unclear.

Many ask security for directions → the current system isn’t self-serve.

How do current tools shape the experience?

Contextual Inquiry

Stakeholder Interview

Participants

16 CI participants (20–70 yrs) · 2 interviewees

11 trips · 22 hours

Key takeaways

Inconsistent signage and map language.

Visitors can’t locate themselves; unaware of best routes for their preferences.

Staff frequently reiterate directions; guidance varies by familiarity.

Translating Findings to Requirements

• Research Findings

• Design Requirements

Visitors’ spatial perception differs from the staff’s.

DR1

Align mental models with unified spatial representation.

Visitors arrive with diverse intentions.

DR2

Support varying motivations (quick, deep, specific).

Staff often provide directions, but with little success.

DR3

Reduce reliance on staff and support effective communication.

Existing tools list exhibits but not routes or self-location.

DR4

Provide routes and location indicators.

Signage and terminology are inconsistent.

DR5

Establish a consistent vocabulary and visual system.

DESIGN

Ideation

• Co-design Workshop

We ran a co-design workshop to collaboratively explore navigation solutions with diverse participants. The aim was to leverage lived experiences, eliminate our own design bias, generate creative ideas, and converge on a platform that balances feasibility and user needs.

• Design Decision

After discussion with our client, we decided to move forward with interactive kiosks and web app as the primary solution. This direction balanced user desirability, stakeholder feasibility, and scalability, while still leaving room for layering in future physical or digital enhancements.

User Flow + Information Architecture

To structure the experience, we first mapped the end-to-end user flow for both kiosk and mobile

The information architecture was designed to address three core tasks:

• Preset Routes

Provided the 3 most common routes and optimized routes for each one.

• Explore Page

Browse by type, building, or personal preferences.

• HeartMatch

Combined the existing "Museum Tinder" feature into our system to help with better decision-making.

Wireframing

• Low-fidelity Wireframes

We translated the flow into low-fidelity wireframes for both kiosk and mobile. These wireframes allowed us to test core navigation logic early without over-investing in visuals.

* These are only 1/5 of the wireframes

• 3D Map Exploration

To address DR1: aligning visitor and staff mental models, we first experimented with a 3D map representation of the museum. The goal was to make the complex, multi-building structure more immediately understandable than a flat 2D plan.

• Before

• After

• Resting Screen Animation

To help visitors quickly grasp the museum’s navigation system, we designed a looping resting screen animation for the kiosks. The animation reinforces the shared mental model between staff and visitors, while also inviting users to begin planning their visit with a clear call-to-action.

Design System

To create a consistent, scalable foundation for both kiosk and mobile, we built a design system that defined the visual language, interaction standards, and reusable components. This also helped the alignment across platforms and addressed DR5 (consistent vocabulary and visuals).

High-fidelity Prototype - Version 1

• User Scenarios

After validating the wireframes, we created our first high-fidelity prototype to test not only the flows but also the visual design system in action. To make the prototype realistic and focused, we designed around two representative user scenarios.

First-time user to Kiosk

A new visitor approaches the kiosk, completes onboarding, explores nearby collections, plans a cross-building route, and seamlessly continues the journey on mobile via QR code.

User Flow: Onboarding - Nearby collections - Route planning - Mobile

Design Goal: Ensure clarity for new users by making orientation and cross-platform continuity effortless.

Returning user to Kiosk

A returning visitor logs in, views personalized nearby collections, refines their route planning, and transfers updates to mobile for convenience.

User Flow: Login - Nearby collections - Route planning - Mobile

Design Goal: Reduce friction for repeat visitors and make personalization more valuable over time.

• Prototype Map

* The prototype contains 100+ screens across kiosk and mobile, covering both onboarding and repeat user journeys.

ITERATIONS

Testing & Evaluation Methods

To validate early navigation flows and ensure clarity

Wireframe Testing

Participants

10 visitors representing different demographics

Process

Conducted wireframe testing with museum visitors using key navigation tasks (e.g., locating an exhibit, planning a route).

Outcome

Identified early pain points such as unclear labels and the need for faster entry methods, which guided our first round of changes.

To identify usability issues through expert review

Heuristic Evaluation

Participants

10 experts (MS-HCI students and UX experts from industry) 

Process

Ten 45-minute sessions involved walkthroughs of kiosk/mobile flows with structured feedback and commentary

Outcome

Led to 20+ improvement suggestions, including major ones like clarifying terminology, adding quick-start directions, and providing preset routes.

To assess visitor task performance on site

Task-Based Usability Testing

Participants

10 participants (a mixture of contextual inquiry participants and randomly sampled visitors).

Process

• Each 30-minute session included: participants performing navigation tasks across kiosk and mobile flows, followed by NASA-TLX and SUS questionnaires.

Outcome

• Users found the system supportive overall, though mental load was rated high.

Led to 10+ improvement suggestions.

Iterations

Across three rounds of iteration, we made over 40+ changes, each improving clarity, accessibility, and navigation flow. Below are the major changes that shaped our final design.

• Quick Start Directions

Experts felt it was a cognitive load for users to recall how to get to their destination based on the map’s visual clue alone, hence, we added quick start navigation tips that provide a quick step-by-step guide to their destination.

Had to rely on visuals

Users relied only on visual map cues to remember directions.

Heavy cognitive load

Visitors felt unsure how to get to exhibits without asking staff.

Step-by-step support

Quick Start directions gave 2-3 clear and direct navigation steps.

Less need for staff help

Visitors felt more independent navigating without extra help.

• Floor (2D) + 3D Views

Experts and users both felt that having only a 3D view of the building would not assist users with getting them between specific locations. To help with that, we implemented floor views to provide more details for users as they navigate within the museum. 

3D view only

Good for overall layout, but lacked clarity for floor-level details.

Ambiguity in routes

Visitors weren’t sure which exact floor or room an exhibit was on.

Improved precision

Users could see both macro structure and micro-level exhibit locations.

Dual views

Helps with the overall mental model of the museum.

• Preset Routes

Visitors with limited time felt overwhelmed having to plan routes from scratch, a pain point emphasized in both expert feedback and user testing. Families and tourists especially wanted a quicker option. We introduced preset routes, like “All Collections” or “Special Exhibits,” which are the two most common , to let them start exploring immediately without a long setup.

No shortcuts

Every visitor had to manually select exhibits to create routes.

Time-consuming

Quick visits (tourists, families) found this overwhelming.

Preset routes

Added shortcuts like “All Collections” or “Special Exhibits.”

Time-efficient

Visitors could start exploring immediately without heavy planning.

• Routes via Access Points

Users mentioned it was difficult to orient themselves when starting from less familiar areas of the museum. They wanted reference points tied to recognizable landmarks like elevators, restrooms, or cafés. To address this, we added “routes via access points,” allowing visitors to use well-known locations as anchors to confidently reach their desired exhibits.

No anchor points

Routes started only from current location on the map.

Low confidence

Visitors felt lost when the system’s starting point didn’t match their mental reference points.

Anchor-based routing

Added option to select familiar access points (e.g., elevators, restrooms, cafés) as route origins.

Increased confidence

Visitors could now plan routes using recognizable landmarks, reducing disorientation.

FINAL PROTOTYPE

Ready for Launch UI

After three rounds of iteration, we developed the final high-fidelity prototype that integrates all major changes and feedback. This version demonstrates how visitors can seamlessly plan, navigate, and explore the museum using both kiosk and mobile interfaces.

Kiosk Screens

* These are only 1/10 of the final prototype

Mobile Screens

* These are only 1/10 of the final prototype

REFLECTIONS

What I learned

• Balancing user needs with feasibility

One of my biggest learnings from this project was how to balance what users asked for with what was technically and visually feasible. Users often wanted more detail, more clarity, or more personalization, and I had to think critically about which changes were meaningful to implement immediately and which could be staged for later iterations. This helped me practice prioritization and taught me that design is as much about trade-offs as it is about creativity.

• Iterating based on evidence, not assumptions

Conducting wireframe testing, heuristic evaluation, and usability studies made me realize how often my first assumptions were wrong. Simple changes like adding legends, clarifying “Access Code” over “Username,” or providing quick-start tips had a much bigger impact than I anticipated. This reinforced the value of testing early and often—small usability improvements can transform the experience.

• Designing with real people in mind

What grounded this project was seeing actual museum visitors interact with the prototypes. Observing moments of hesitation or delight helped me empathize with users beyond abstract personas. It reminded me that design isn’t about perfect screens but about supporting real people in real contexts.

My Amazing Team

I'm very grateful to work with an incredible team of classmates, mentors, and our industry clients. Here are the very people who made wireframes, deadlines, and all-nighters actually fun!

Powered by 4-AM vending machine coffee, overflowing Figma layers, and never too many pixel-perfect tweaks.

cassiatang.design@gmail.com

Cassia Tang © 2025