Design Rationale


Users’ needs and content

Since our target users are college students, we suppose that most of them have busy daily schedules and other commitments. As a result, they might not be able to devote a huge chunk of time to learning arts-related content. So the content delivered to the users will be mostly fragmented. For instance, a daily short video/audio on a specific artwork or artist will be directly sent to them if they subscribe to the notification.


Users’ needs and media choice


Our targeted users are mostly based in New York City, and most of the users would have access to the internet and mobile devices. Since the younger generations are adapted to mobile technology and are always on their mobile device, M-learning will be considered as our knowledge content delivery method.


Learning context and media choice


Based on Constructivism and Situated learning theories, the design aims to encourage users to explore and immerse themselves in real-world settings. As mobile devices are portable, mobile learning will enable users to incorporate the knowledge content while visiting museums. For instance, they could easily refer to their previous notes, save content, and leverage search and filter functions to look up related information as they see the real artworks in the museum or gallery space.


Users’ needs and design components


We will consider incorporating a social feature and "punch card" feature in order to make our design more interactive and fit users' behaviors. As the young generations are social media users and enjoy sharing on various social platforms. Allowing users to share notes and photos can help exchange thoughts and build an online community with people who are passionate about the arts. The "punch card" system in the design will encourage users to visit museum spaces. Users can press the "punch" button once they visit and see the artworks that they have learned on the app. They can share their "punch" / progress via the social feature embedded in the mobile app.