Wireframes & User Journey

The User Journey is very important, once the wire frames have been completed it is vital to make sure that every user action has been accounted for. Below is the user journey for the museum experience.

1; The first stage allows the user select the language they pick – accessibility is vital here

2; The second stage allows the user to pick the difficulty of the information provided – this is important because it allows the user to decide what type of experience they want.

3; Select gender & age- data collect for the government budgets would be a great resource the in app service can provide to allow the budget to be spent more wisely. This is something my research suggests the government currently struggle with.

4; This page allows the user to pic specifically what topic they learn about within the museum

5; The captain is introduced to the user, the above wireframe was to show the captain on the left with a speech bubble on the right. I decided against this because it was too much to read and should instead be an audio track played into headphones of the user with a subtitles option for the deaf.

6; This is the main user interface that has all the basic functions of the experience, the camera icon takes you to the camera function where the user will see everything in black and white but have interactive objects appearing in colour. The map icon guides the user along their route within the museum experience, and finally there is the captain who will answer any of the user’s questions as they travel around the exhibition. You can see both of the wireframes at 7 & 8.

9-11; The first interactive element that the user would see is the boats section, you can see below the different wireframes that show the sleeping quarters of the boat and where the different staff slept, along with information on the lengths of trips the boats take.

12-15; This section shows the user the two most important weapons used when capturing a whale, what they look like, how they work and how they were used.

16-18; The second interactive section is of the right whale skeleton featured in the centre of the exhibition, it shows the user information on the scale of the animal, dietary needs, and al;so allows the user to see the different layers within the whale itself bones, organs, muscles and skin.

19; The selfie section allows the user to take a photograph in the costumes of classic whalers, the captain and the seamen.  Once one has been take the user can see the pictures taken by other visitors.

20-22; This section of the exhibition is dedicated to the polar bears and and the eating habits and timeline of population

23-25; This section allows the user to relax in the 3D room with the ability to learn more on the iPad, play a game and also an art board to allow people to draw artwork that get gets submitted to the collection.

26; The second to last section of the website shows the user different ways to get involved with saving whales

24; The final section of the website shows the user a video of whales that is being projected on the wall of the final room and also on the outside of the building, this videos frames can be edited by a user much like the video found in my research


Two things noting are;

The social network login;

This is something that I have considered but decided against. The reasons for having social network login was to allow the museum to collect data on it’s visitors- something that my research suggested that the government struggles to collect.  While it is important to collect data on the visitor – there are other ways of doing this that I have shown new wireframe below to collect the gender and age of the user.

The OLD menu;


I decided that the menu did not require a social feed as it looked clunky and would be unnecessary.



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