Accessibility and usability are at the forefront of importance, it is vital for a user to be able to pick up the device and start the experience without any problems. The user interface needs to be simple enough for them to be able to understand instantly but be relevant and advanced enough to make the museum experience better than it would be without the device.
A study of the main issues with tablet usability found that the most common user issues are firstly the fact that various gestures have been introduced to the tablet devices creating confusion among users, I can counter act this by describing the different swipe meanings, or simply by removing them. Instead of swipes I could replace them with on screen buttons that do the same action for them. This resolves the next issue of accidental touch, this is when someone presses/swipes by accident and then has no way of getting back to the previous page, by having on screen buttons, there are less chance of accidental touch, and if so will create a more obvious way of returning to the previous screen for the user.

It is also found that entirely flat design is a big threat to usability as the user finds it somewhat difficult to understand how to use the interface. The best way to counter act this is by having iconography to describe the different elements.
References:
http://www.sitepoint.com/apps-tablets-usability/
http://www.nngroup.com/articles/tablet-usability/
http://www.nngroup.com/reports/ipad-app-and-website-usability/
http://www.nngroup.com/reports/tablets/
Click to access FULLTEXT01.pdf
http://www.getelastic.com/consider-use-and-usability-when-designing-tablet-apps/