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William You
All work
2023
  • Mobile UI/UX
  • Accessibility

Artour

A self-initiated mobile concept for gallery audio tours, designed around accessibility

The Artour app onboarding screen shown on a phone

Museum apps offer audio tours in one language and call it accessibility. I designed for the visitors that leaves out.

Role

Solo: research, UX, UI, testing

Timeline

July – Aug 2023

Type

Self-initiated concept

Testing

Two rounds, 5 participants

0 of 3

Audited apps offered audio translation

2

Rounds of usability testing

5

Participants, ages 19–60

Overview

A self-initiated project asking what a gallery audio tour would look like if accessibility were the starting point rather than a settings menu.

I ran this end to end on my own: competitive analysis, interviews, both rounds of usability testing, and all of the design. Nobody briefed it, which meant the framing was mine to get right or wrong.

The premise: galleries increasingly ship apps with audio tours, and those tours are overwhelmingly monolingual. For a visitor who doesn't speak the language fluently, the app technically has an audio tour and practically doesn't.

Three gaps, one pattern

  • Accessibility treated as an add-on

    Language support and captions appeared inconsistently across the apps I looked at, and audio translation appeared nowhere at all.

  • Virtual tours misread as a substitute

    Galleries build virtual tours as a replacement for visiting. Visitors were using them as a way to decide whether to visit, a different job with different requirements.

  • Nothing works across galleries

    Every institution ships its own app, so the learning cost resets at every door.

I audited three apps (the Walt Disney Family Museum, the Art Institute of Chicago, and the St. Louis Public Library), looking specifically at language support, closed captions and search. Only a few offered multi-language support or closed captions. None offered audio translation.

Five people, deliberately mixed

Participants aged 19 to 60, recruited so that the accessibility needs weren't hypothetical.

Non-native English speakers
3 of 5Non-native English speakers
Regular accessibility feature users
3 of 5Regular accessibility feature users
Frequent gallery visitors
2 of 5Frequent gallery visitors
Personas built from the five participant interviews
Participants ranged from 19 to 60, deliberately mixed.

Non-native English speakers described feeling locked out of the full experience even when an audio tour was available.

Interview synthesis

The second finding reframed the virtual tour entirely: frequent visitors weren't using virtual tours as a substitute for going. They were using them as a decision-making tool, checking whether a show was worth the trip.

That changes what the feature needs to do. A substitute optimises for completeness; a decision tool optimises for a fast, honest impression.

Accessibility wasn't the edge case

The users who needed accessibility features most weren't a niche edge case. Designing for them produced a better experience for everyone in the study.

My conclusion from the research

Serial codes made this concrete. Most gallery apps ask you to find a number on a placard, type it in, and check it matches. That's a small annoyance if you're fluent and sighted, and a genuine barrier if you're neither. Removing it improved the flow for every participant, not just the ones who struggled with it.

Two flows, three features

I mapped in-person and virtual visits as separate information architectures rather than forcing one through the other, because the two have genuinely different goals.

User flow for visiting a gallery in person
In person.
User flow for exploring a gallery virtually
Virtual.
Wireframes for the in-person gallery flow
Wireframes for the virtual tour flow
  1. Multilingual audio with synced subtitles

    Translated audio, captions that track it, and adjustable text size. This is the feature the whole project exists for.

  2. Image scanning instead of serial codes

    Point the camera at the artwork and the app identifies it. It removes the typing barrier and, because it doesn't depend on a gallery's numbering scheme, it's the piece that could work across institutions.

  3. Chaptered information architecture

    Content organised so visitors set their own depth: a casual visitor gets a short read, an engaged one keeps going, and neither is forced through the other's experience.

Language selection screen for the audio tour
Language selection.
Audio player with synchronised subtitles beneath the artwork
Subtitles tracking the translated audio.
The accessibility controls: language, captions and text sizing
Camera scanning an artwork to identify it, replacing serial code entry
Point the camera at the work instead of typing a serial code.
Artwork detail screen with information organised into chapters
Chaptered content lets visitors set their own depth.

What testing changed

Low-fidelity testing confirmed the flows held. High-fidelity testing found two real problems.

  • Only 2 of 5 could find the language toggle

    The single most important control in the app, and most people couldn't locate it. I centralised the key controls into one action bar. Discoverability failed because the controls were scattered, not because they were badly labelled.

  • 2 of 5 asked for filtering

    Participants were scrolling through unfiltered content. I added a hashtag-style category system that works across both Explore and Liked Works.

The action bar collecting the key controls into one place
Scattered controls collected into a single bar.
Category tags and sorting applied across Explore and Liked Works
Hashtag-style tags, filterable across both pages.
Artour design system: components, type scale and colour tokens

The honest gap

Working solo sharpened one thing in particular: when you're both the researcher and the designer, you develop a much faster instinct for which insights are actionable and which are merely interesting.

Next steps would be dedicated research with non-native English speakers, validation of the iterated action bar and filtering, and an exploration of what AR adds to the virtual tour, if anything.