ArtLibs:
Enhancing Museum Engagement and Research Facilitation

A mobile application enhancing museum visits by guiding visitors through selected artworks, prompting interpretations, and supporting Dartmouth psychology research on how people perceive art differently.

3D Render
3D Render
3D Render

Clients

Clients

FINN Lab

Hood Museum of Art

Duration

Duration

10 weeks

Mar 2024 - Jun 2024

Industry

Industry

Academic Research

Museum

Tools

Tools

User Research

Figma

Role

Role

Product Designer

Team

Team

Four designers

Four developers

One project manager

Challenge

Researchers from the FINN Lab at Dartmouth College are studying how individuals interpret the same visual stimuli in vastly different ways. Their studies have relied on traditional lab-based surveys, limiting scalability and real-world applications.

Collecting large-scale research data autonomously outside a controlled lab setting is challenging.

How might we bridge the gap between neuroscience research and real-world experience?

The average museum visitor spends less than 8 seconds looking at a work of art. That's really not a lot of time.

How might we work on improving visitor engagement with artworks in a museum setting?

Results

To bridge academia neuroscience research and real-world application, we worked to design a mutually beneficial mobile application for our clients to transform the museum experience into an interactive study of ambiguity.

Design Goals

Digitized Research Study: Translated the original academic study into an interactive digital experience, enabling real-world application of findings.


Seamless Museum Integration: Ensured the app complemented in-person visits, preserving the authenticity of the museum experience while enhancing it through intuitive interactions.


Open-Ended Engagement: Encouraged personal reflection and dialogue by designing features to support interpretive exploration of oneself and others.

Key Challenge

Balance research goals with an engaging user experience that augments art engagement.

How it works

ArtLibs uses art’s natural ambiguity to explore how we interpret the world around us. Through a Mad Libs-style activity, visitors engage with artwork in a way that’s personal, interactive, and reflective.

1

Make Meaning

Visitors fill in the blanks to describe key ambiguous aspects of an artwork, forming their own interpretation.

2

See Another Perspective

They’re shown a response from another visitor and asked to reflect—do they agree, and are they still confident in their own interpretation?

3

Find Patterns

At the end of their visit, they get a personalized Spotify Wrapped-esque summary comparing their interpretations with others, revealing how perception shifts across different backgrounds, personalities, and experiences.

Using natural language processing, the app analyzes responses in real time, pulling thought-provoking comparisons that challenge visitors to see differently. It’s both an interactive museum experience and a real-world study on how people make sense of ambiguity.

We paid special attention to minimizing friction and optimizing flow for in-gallery use.

Process

Background

Understanding the problem

To begin, we looked at the current phase of the research study, experiencing what the lab was asking for in a controlled monitor setting. We then went and did a mock field study, where we completed the study questions on paper in the museum. From these experiences, we as the designers had a better grasp of what we needed to design for, and what our partners wanted to achieve.

Industry Research

Understanding the problem

We then conducted user and market research. With data provided from the Hood Museum, we were able to gather information about the common visitor demographics. We then looked at a variety of different museum interaction apps currently available in the market, as this helped us determine successes and pitfalls from similar applications.

Upon collecting some preliminary research information, we went back out to the field to conduct user interviews. During these interviews, we were able to gather insights about the common visitor experience and how typical visitors engage with the museum. We wanted to find a way to effortlessly introduce our app experience as to not take away from the original experience, but rather to enhance it. As such, we needed to find ways to gamify and entice users, as they had to voluntarily participate in the study.

User Research

Understanding the problem

One key demographic from the Hood Museum data was college students, so we analyzed social media engagement trends to inspire features like a visit summary, similar to Spotify Wrapped, that users could share.


Our key design decisions revolved around keeping the app engaging. As we considered the typical user, which was a college student, we considered the various parts of social media platforms that particularly appealed to users. This is how we landed on creating a visit summary that users could share to their social media platforms, similar to how they share their year long spotify trends. 


Our target users were college students, so we analyzed social media engagement trends to inspire features like a visit summary, similar to Spotify Wrapped, that users could share.

Ideation

Understanding the problem

Using brainstorming methods like "Crazy 8s". we generated many different sketch ideas around storytelling, social interaction, and reflective interpretation.

Wireframing

Starting to design

We had many iterations from low-fidelity sketches to high-fidelity mockups in Figma

Some key layout decisions:

  • Use of bold, legible text for accessibility in dim museum lighting

  • Single-screen interactions to reduce navigation complexity

  • Sticky progress bar for user orientation and highlight expectations

Conclusion

The ArtLibs app is currently available for download on the app store, and local visitors to Hanover are highly encouraged to utilize the app to supplement their experience at the museum.

Last Updated: 6.29.2025

Last Updated: 6.29.2025

Last Updated: 6.29.2025