Navigating the High Museum of Art

Developing a map redesign, kiosk and mobile system solution to assist visitors with their navigational needs at the High Museum of Art.

Duration

10 months

Role

Lead Designer and Researcher

Team

3 members

Tools

Figma

01

The Challenge

The Problem

When visiting the High Museum, visitors find it difficult to navigate between buildings for a few reasons:


  • 3 separate buildings

  • 3 bridges connected on different floors

  • Different wall heights resulting in mismatched floors

  • Inconsistent naming conventions

This is a 25 year-old problem!

The Solution

Kiosk and Mobile System

Allow visitors to quickly plan, save, and navigate to exhibits they want to see during their visit.

Map Redesign

A redesigned map to help visitors better understand the structure of the museum and navigate with ease.

02

Research Phase

Problem Statement

How might we improve users’ experience with navigating between buildings and exhibits in the High Museum?

Research Questions

1

What is currently understood about the relationship between wayfinding and visitor engagement?

2

How do other museums go about guiding their visitors across exhibitions?

3

What does navigation look like for visitors at the High Museum?

4

What is the impact that current navigation tools have on visitor experience at the High Museum?

Lit Review

Comparative Analysis

Contextual Inquiry

Field Studies

Stakeholder Interviews

Literature Review

Researcher and Analyst

Research Goal

Understand the impact navigation has on visitors and the relationship between way-finding and visitor engagement.

Focus

  • Museum and Visitor Studies

  • Wayfinding

  • Wayfinding in Museums

Key Findings

  • Explorer related motivations are a common type of identity visitors inherit

  • Effective wayfinding relies on a combination of clear environmental cues, cognitive strategies, and user-specific factors

  • Interactive navigation can be helpful, but visually demanding distracting from the art

  • The design of movement and paths can determine how visitors explore the museum and their levels of engagement

41 papers and articles analyzed

Research Synthesis Workshop

Compiled all findings and met with our client's at the High Museum to synthesize our findings with business needs in mind. This 2 hour workshop resulted in the development of our design requirements and a breakthrough finding that changed the way the High viewed the problem.

Research Findings

1

Visitors have a different spatial perception of the building structure compared to the High personnel

2

Visitors have different intentions when coming to the High

3

Many people rely on staff within the museum but it doesn’t always result in successful wayfinding

4

Existing tools show what is offered in the museum but not how to get there nor indicate visitors’ current location

Design Requirements

1

System should bring the two perspectives of the High together (mental model alignment)

2

System should support varying motivations

3

System should support effective communication with High personnel and visitors regarding navigation

4

System should create consistent vocabulary to what is physically existing

5

System should help people navigate from one space to another

03

Design Phase

Co-Design Workshop

Hosted a co-design workshop where participants were able to explore the museum while paying attention to navigation techniques, signage, and building structure. They followed this up with a round of crazy 8s, iteration, and then a sharing ideas.

7 participants

1 round of crazy 8s

40+ design ideas

Design Synthesis

We compiled our ideas and the ideas from the session, organized them by themes, ranked them based on how many design requirements they met, and then presented our findings to our clients to get their input. During this meeting, we decided that our final solution was a kiosk experience which would later expand to mobile.

Wireframing

Feedback and Iteration

After conducting early concept testing, participants thought:

  • The kiosk relieved some cognitive load

  • The art matching feature was fun

  • QR codes were convenient and reduce time spent waiting at the kiosk

  • The system is intuitive and user friendly

The biggest issue was that users wanted to see more information when they click on collections.

Design System

To fit seamlessly into the High's current design style, the design system is built upon their style.

4

Iterations

18+

Components

200+

Variations

Map Exploration

Existing Maps

04

Test and Iterate

Expert Heuristic Testing

Home Screen

  • A section for new exhibits was added to provide users quick access

  • Map indicators were added to help users identify their location

  • The map was improved to include a detailed view where users could see the floor plan

Explore Collections

  • Tabs were changed to a list of all exhibits so users could see everything in one view

  • Maps were made interactive so that users could view details

  • A location marker was added to the map so that users know where they are in reference to the exhibit they are viewing

My Map

  • Edit options and mobile access codes were added for map management

  • Quick start directions were added to help users navigate to exhibits once leaving the kiosk.

  • Accessible route options were added to mobile versions and routes are marked on the map

Usability Testing

Process

Participants were asked to complete various tasks on the kiosk and mobile versions while navigating to different exhibits. After each session, they filled out a NASA-TLX and SUS questionnaire to help us understand how they system performed.

Results

Participants found that the system was intuitive and supported their navigation of the museum.

However, while the system was helpful, the mental load was quite high indicating the need for another round of design iteration to help reduce the workload on users.

05

Final Prototypes

Kiosk to Kiosk

A visitor comes in to the museum and isn't sure what they want to see. They visit the kiosk and decide to explore a new collection.

Features:

  • Animation to introduce building layout

  • Tutorial for using the kiosk

  • Map of building/floor and indication of current location

  • Carousel bringing attention to new exhibits making them easier to find

The visitor comes back to another kiosk and decides they want to try a preset route to plan their visit.

Features:

  • Preset routes to help visitors who are unsure where to start

  • Information about each exhibit including name, location, sample pieces, and location on the map

  • Add/remove exhibits from the route for customization

  • Quick directions to help jump start navigation away from the kiosk to an exhibit

  • Ability to toggle accessible routes

Kiosk to Mobile

A visitor comes into the museum and wants to explore what it has to offer, so they visit the kiosk to create their route. Once they are done, they decide to view their curated map on their mobile device.

Features:

  • Kiosk

    • Ability to explore all exhibits and view their location, and sample pieces

    • Ability to add/remove exhibits from their map

    • Saving the route to view on kiosk or mobile device

  • Mobile

    • Access to map from anywhere

    • Highlighted routes to exhibits

    • Edit access on the go

After some exploring, the visitor decide to consult the web app for some recommendations.

Features:

  • Liking/disliking pieces to receive a curated recommendation list of exhibits to visit

  • Adding new exhibits to the current route

Map Redesign

06

Wrapping up

Outcomes

  • The project was presented to various stakeholders at the High Museum of Art and handed off for future use

  • As of December 2025, the project was used as the foundation for understanding how to communicate the structure of the building to visitors on the physical map.

Big Thanks To My Team

~ The Muse Collective ~

Emily Layton © 2025