Building User Experience Capacity in Museums

Despite the rapid growth in the User Experience (UX) industry, many museums and cultural heritage institutions struggle to apply UX methods due to a misunderstanding of key UX principles, an inability to provide sufficient resources to support UX work, or sometimes both.

As a Graduate Assistant, I worked with a team of UX professionals to develop the UX Capacity-Building (UXCB) Playbook for museums as an interactive database of proven strategies to aid them in overcoming these obstacles in order to create a healthy and self-sustaining UX-focused culture.

UX Capacity-Building is a three-stage process in which (1) the conditions of an organization drive the selection of (2) capacity-building strategies, which lead to (3) outcomes at the individual, organizational, and product levels.

What challenges laid ahead

Based on our research model, we conducted an in-depth interview and two interactive workshops with a local museum’s staff to identify several opportunities to improve the museum’s UX capacity. These activities helped center our focus on their needs: establishing new UX skills, competencies, and compelling stories about UX work at their museum. 

With the museum’s Chief Experience Officer as a key stakeholder along with the Interaction Lab Manager and Visitor Experience Manager, we aimed to embed our work within their priorities. We also worked closely with the Digital Product Manager throughout the engagement to foster UX practices and principles in current projects.

Our Goals

To help build a strong internal UX practice and focus their efforts on creating digital experiences that are engaging and meaningful for all visitors, we sought to:

  1. Increase the digital team’s confidence through learning how to apply good UX practices to digital projects

  1. Provide feedback and suggestions to assist in overcoming challenges and staying on the track while going through a UX project

  2. Help craft case studies to showcase the value of UX and increase stakeholders’ appreciation for it

 

The Team

  • Aimee Shi

  • Craig M. MacDonald

  • Danielle Kingberg

  • Elena Villaespesa

  • Hriti Prashant Shah

  • Kate Nadel

  • Kyle Kisicki

  • Rachel Jackson

 

My Role(s)

Workshop Facilitator - I assisted in the development and delivery of two workshops to up-skill museum staff on UX principles and practices.

Co-Coach - I provided UX-related advice, support, and mentoring for new or ongoing projects.

Our Strategies

UXCB Game Plan consisted of three plays listed above. We held 15 weekly hour-long coaching sessions with the Digital Product Manager. When I joined the team, these plays were already in the works. While offering coaching services, I also assisted in the development of the two 90-minute workshops that were delivered virtually on Zoom for about 25 general museum staff members with varying levels of UX familiarity. In September 2021, I supported the team by facilitating breakout sessions for the Bootcamp workshop on UX fundamentals, that included empathy mapping to help the museum staff better understand their audience groups. Then in January of 2022, I co-led a workshop on usability testing that was targeted for the Visitor Experience team and included a live usability test of their website.

 

Tools

  • This powerful online collaboration tool helped us to collaborate on workshop activities with helpful templates to use as the foundation. Access our Miro board from here.

  • Used as our presentation mechanism.

  • For coaching and facilitating workshops virtually.

 

Metrics

Satisfaction: Quality of services provided (presentation, coaching, etc)

Effectiveness: If participants acquired new UX knowledge, skills, or behaviors

Attitude towards UX: Participants’ UX interest, knowledge, understanding, and confidence

How we designed the plays

With our goals in mind, the team held coaching sessions and two workshops to establish the right skills to facilitate improved user experience skills across departments.

Play: UX Coaching

Regular meetings (weekly or bi-weekly) between our team of UX experts and key stakeholders within the organization. Depending on the needs of the project, additional stakeholders may be invited to one or more sessions. These sessions are intended provide UX-related advice, support, and mentoring for new or ongoing projects. Most sessions were unstructured to allow for spontaneity and flexibility around the stakeholder’s priorities and challenges.

 

Play: UX Fundamentals Workshop

Purpose: To introduce museum staff to UX and establish it as a strategic priority to create a user centric culture.

Structure:

  • A “myth-busting” poll to test participants about preconceptions of what UX meant in the context of their work and what it is/not.

  • Overview of general stages of a UX workflow as the following: Strategy, Discovery, Analysis, Design, and Production, which included two hands-on activities:

    • To discover who their users are, attendees were broken into breakout rooms and tasked to fill out an empathy map that expands on what a predetermined visitor ( at their museum likely says, thinks, does, and feels during their interactions with the museum – its galleries and digital products. 

    • To better understand what to design, participants were then tasked to brainstorm their visitors’ goals when visiting the museum based on insights from the empathy map; discussing their pain points and establishing how these goals present opportunities for the museum to design for their needs.

  • Highlighting case studies to reiterate the value of implementing UX methods.

 

Play: User Testing Bootcamp

Purpose: To introduce and train museum staff on how to plan a user test, demonstrate how easy it is for them to do on their own, and further advocate for the UX discipline’s relevance and value at the museum.

Structure:

  • A quick overview of UX fundamentals to ensure that all attendees understood what UX is/not.

  • An overview of User testing was provided along with the steps to plan and conduct one: Define the problem, identify participants, task creation, pilot testing, data collection and analysis, and reporting results.

    • To create common ground, the problem was defined and provided for the audience: identify how users plan their museum visit.

    • To understand how to identify participants, attendees were split into breakout groups and tasked to profile a type of museum visitor (e.g., family, site-seer, or design expert) based on five key parameters defined by our team: spiritual experience, conducts research, frequents museums, design knowledge, enjoys art & culture. Then tasked to think about how to recruit and screen for potential participants with the user profiles.

    • To demonstrate how to create tasks that are unbiased, clear, and realistic, attendees were split into the same groups and tasked to create three goals for their user when planning their visit to the museum and write a simple task for each goal.

    • To show how pilot testing assessed the clarity and quality of the tasks, attendees were broken back out into the same groups to pilot test the tasks they created. One workshop facilitator was asked to “think aloud” while completing the given tasks on the museum website while the attendees observed. This reinforced the potential issues with the tasks they had written and also allowed them to watch someone navigate the museum website to find key information about visiting the museum.

  • A brief discussion of how to be a good moderator and some approaches for efficient data collection and analysis.

  • A reiteration of the value of user testing and the ease of implementing a study.

Outcomes

  • Significant improvements in participants’ attitude towards UX (Interest, knowledge, and understanding of how UX applies to their job, and confidence in using UX methods)

  • Improved 65% of areas identified as needing improvement at the museum including confidence in practicing UX

  • 60% of respondents said they were already doing or planning to do things differently as a direct result of participating in the workshop(s)

  • Widespread interest in being more UX-focused; Digital Product Manager is in the process of creating a museum-wide UX working group to guide these efforts

  • The museum made several improvements to its website and is now in early stages of planning a more in-depth usability study

  • Our research project received the Impact Award at the 2022 Pratt’s Research Open House.

Conclusion

The UXCB model effectively helped us understand the current UX maturity for the museum we worked with, tailor strategies to their needs, and evaluate the impact of the implementation on an individual and organizational level.

I feel I have the tools now to approach [UX] that I didn’t have before.
— Digital Product Manager

We received overwhelmingly positive feedback from the museum throughout this experience. The Digital Product manager mentioned that their “overall strategy has improved to define the right audience in terms of who they are, what they’re thinking and what they want”.

The workshops offered a great foundation to break down initial barriers to UX for a lot of people including staff and senior management. All leaders now understand the value of UX and as a result, the digital product manager was able to create buy-in to move forward with UX Capacity Building as a priority in their product roadmaps. The workshops also gave them direct insight into what needed to be addressed on their site. As a result, their digital leaders now understand how to approach their website pages in a way they didn’t before — by building tasks and asking people the right questions while also thinking about their stakeholders and the content types on their pages.

Lessons learned

  • Our primary point of contact, including the coaching, was the Digital Product Manager; which made sense given that they were responsible for the digital experiences at the museum and connected with other stakeholders across departments. This helped expand our reach when coordinating workshops, but a group of UX champions wasn’t developed during this engagement. While the results were positive in increasing the confidence to implement UX practices, this increase of skills from coaching was limited to one person. Next time we would want to include multiple stakeholders in both the coaching and planning of the workshops to ensure a more sustainable transition plan post-engagement.

  • External and internal factors can potentially impact the implementation such as technology changes, demands due to the pandemic, organizational changes or strategic priorities. During our nine month engagement, significant changes in the museum’s priorities shifted the focus of the coaching sessions in terms of topics covered and support needed. More importantly, the Chief Experience Officer and the Digital Product Manager both left soon after the engagement ended. Next time we will need to account for a more flexible approach on the selected plays so there’s less risk to the efficacy of the engagement.

  • Coaching sessions were mostly unstructured, which worked with our stakeholder’s learning style but may not work with others.

  • In the workshop on usability testing, we identified the pilot testing activity as the most impactful in terms of creating buy-in around the value of user testing because it was the first time most workshop attendees had observed someone using their website in real-time. In future iterations of this play we plan to move the pilot testing activity earlier in the session and to also devote more time to the activity.

Limitations

Since the Digital Product Manager and Chief eXperience Office both left soon after our engagement, it will be hard to evaluate the long term impact of the project and organization cultural changes. 

References

  1. MacDonald, C. M. (2019). User Experience (UX) Capacity-Building: A Conceptual Model and Research Agenda. Proceedings of the 2019 on Designing Interactive Systems Conference, 187–200. https://doi.org/10.1145/3322276.3322346

  2. MacDonald, C. M., Sosebee, J., & Srp, A. (2022). A Framework for Assessing Organizational User Experience (UX) Capacity. International Journal of Human–Computer Interaction, 38(11), 1064–1080. https://doi.org/10.1080/10447318.2021.1979811

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