Finger Lakes Virtual Museum

A storytelling app helping people experience the history and culture of the Finger Lakes Region.

*App is still in development; content is subject to change.

Skills
User Research
UX Design
UI Design
Prototyping

Timeframe
3 months
(Summer 2024)

Tools
Figma
STQRY
Zapworks Mattercraft
Notion

Team
John Curley - UX Designer
Sheryl Wang - UX Designer
Heather Shields - Brand Design

Summary

Finger Lakes Virtual Museum is a 24/7 virtual museum for the Finger Lakes region. At each historic site marked by a sign, visitors can access a QR code that presents an exciting experience utilizing photos, videos, AR, and most importantly, fascinating history.

As a UX designer, I created the app’s information architecture, identified our target users, and designed the app’s interface based on user testing.

Canandaigua_Susan_B_Anthony_Blue_Sign_Scene_71f2b43b-b8ce-4d51-8c5c-927bb248b133

Opportunity:

Increase the awareness & engagement of historical sites.

Solution:

Create interactive experiences that make history more engaging, educational, & memorable.

Research

Comparative / Competitive Analysis

Understanding our competition & software

This app was created using STQRY; a no-code tourism app builder. To learn more about the capabilities of our tool and to see what succeeds and fails with existing tour apps, we conducted comparative/competitive analysis.

Comparative_Competitive Analysis-large

Comparative analysis- STQRY based apps. Competitive analysis- not STQRY based apps

Who are our target users?

Tourists & Visitors

In 2018, the Finger Lakes Region had 5.56 million visitors, most of whom were “leisure visitors.”

(Ithaca Times)

Students & Teachers

 4th, 7th, & 8th grade NY history classes are based on state & regional history.

(NYS K-12 Studies Framework)

History Aficionados

 There is opportunity to foster a community of collaboration and networking amongst local historians & sign owners participating in this project.

Understanding the need to cater to multiple audiences, we came up with a way to visualize the three primary themes of our target users: K-12 education, history aficionados, and Finger Lakes visitors.

User Persona Triangle
User Persona Triangle-Markers
User Persona Visitor

User Persona- Emily (Visitor)

User Persona 4th Grader

User Persona- Alex (Education)

User Persona Historian

User Persona- Will (History)

User Persona Teacher

User Persona- Dan (Education)

Workflow Diagram

Native App vs. Web App

This diagram maps the app's architecture and screen interactions on both the web and native versions. This maps out the structure of content for our app & accounts for the differences on each platform (highlighted in yellow).

WorkflowDiagram

Creation

User Testing

We interviewed 9 user testers to try out 6 of our digital attraction experiences, all of which feature AR content:

Age:

All over the age of 60.



Digital confidence:

Not at all confident: 1
Just okay: 2
Sort of confident: 3
Very confident: 3

Experience with AR:

Never: 4
Once or twice: 4
Many times: 1

Main Insights:

They loved learning something new

“I learned about [Elizabeth Blackwell] - she was a pioneer for women!”

“Naples Fossil Tree was something I didn’t know about.”

“The different links connected to events.”

Struggles with AR

“Needed prompting” for placing & locating images in 3d space.

AR Images were not readable.

‘Place’ button was cut off at times.

Improvements

1. Human-centered AR design

All AR experiences now have a sequence of UI patterns- such as a splash screen, instructions, CTA buttons, & more.

2. Unique map markers for each attraction

Instead of having several identicle markers on the map, giving each a unique icon allows for more distinction amongst attractions to viewers looking at the map.

3. Linking the tour at every attraction footer

Rather than just being a still image, this button inow links to the respective tour of the attraction a user is currently viewing.

AR Improvements

AR UI improvements

Maps icons old vs new

Old map icons (top) vs. new map icons (bottom)

Attraction footer old vs new

Old attraction footer vs. new attraction footer

Final Designs

Final Flows

1. Go on a tour

The best way to discover and learn more about a Finger Lakes topic that intrigues you. View 9 tours that will take you all across Ontario County.

2. View an AR attraction

See a sign, scan a sign! Attractions are designed to elighten and entertain any & all passerbys.

3. Explore the Attraction Map

Know what you're looking for when it comes to attractions; all color-coded by Tour and uniquely labeled by icon.

1. Learning Legacies tour

2. Sonnenberg Gardens AR attraction

3. Attractions map

Conclusion

60+ attractions created

12 Augmented Reality Experiences

Showcased at Frameless XR 2024

Takeaways

1. Test on all devices & platforms!

There were so many small but impactful differences that I discovered by testing on different devices & platforms. Sometimes I would implement a design decision that looked great on one device, only to realize later on that it was different or didn't  work on another device, causing us to have to redecide.

2. The Five Why's theory

At one point, I felt lost after realizing our user personas were all over the place. I tried the Five Why's theory written about in Don Norman's "Design of Everyday Things" book. This technique led me to conclude that while our product is available & should be accessible to everyone, it is crucial to make design & marketing decisions to win over our target audience.

3. Speak with users very early

Instead of mostly relying on the input from our clients about user insights, I believe we would've had even better insights if we had conducted surveys and interviews with the public audience in the beginning stages of our user research. We could have then done affinity mapping to help us identify and organize our users more definitively.

GroupPhoto
FramelessXR2
Tour Complete

Looking for full-time Product & UX Design opportunities!

© 2025 John Curley Design

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