Overview
This research examines the educational strategies employed by the Columbia Museum of Art in addition to similar institutions to explore how museums can optimize their educational impact on K–12 students by applying human-centered design strategies that prioritize accessibility, engagement, and real user needs. Many museums struggle to fully serve K–12 students due to physical, financial, and perceptual barriers. While digital platforms have expanded reach in some institutions, others prioritize in-person experiences and community engagement.
This research uses artificial intelligence tools such as supervised data to accelerate and enhance the analytical process. The study evaluates these approaches through the lens of human-centered design principles, offering practical implementation guidelines for museums seeking to improve their educational impact on young visitors. AI-enhanced research methodologies facilitate this analysis, evaluating visitor engagement, accessibility, and the impact of interactive learning tools on K–12 education.
Role
UX Researcher
Problem
Despite museums' role in education, 36% of institutions report lower group tour attendance, and 40% have seen decreased K–12 field trips post-pandemic (AAM, 2023). These institutions offer unique opportunities to inspire creativity, curiosity, and learning, yet many educators still encounter logistical and financial barriers.
Solution
This thesis investigates how museums can use these practical approaches to ensure educational and cultural resources are inclusive and available to diverse school groups.
Process
This research employs a mixed-methods approach, integrating qualitative interviews, case study analysis, and AI-supported content synthesis. Primary data was collected through an in-depth interview with Glenna Barlow, Curator of Education at the CMA. Additionally, secondary data was extracted from peer-reviewed museum studies, reports, and AAM surveys to contextualize CMA’s strategies within broader industry trends. The case study selection was based on institution size, geographic location and a distinct approach to human-centered design. The Columbia Museum of Art serves as the primary case study, with the Frist Art Museum (FAM) and High Museum of Art (HMA) providing comparative insights into accessibility challenges and iterative design solutions.
AI tools such as ChatGPT and Notebook LM were employed to accelerate content analysis, synthesizing patterns across case studies and interviews. These tools facilitated analysis by identifying recurrent challenges in museum accessibility, such as cost barriers and the need for interactive engagement. However, AI lacks the ability to contextualize emotional responses and cultural nuances, necessitating qualitative validation through expert interviews and existing literature. AI was used to create user personas to simulate user feedback. However, this is not equivalent to an in-depth real user study. Based on the insights from the curator interview, case studies, and personas, practical guidelines were developed. These guidelines are intended to provide actionable recommendations for museum educators and designers seeking to improve accessibility and engagement.
Research
The Columbia Museum of Art (CMA)
The CMA is one of the leading art museums in the southeast. It has over 20,000 square feet of gallery space. This research looks at different interviews with CMA staff including Glenna Barlow, Curator of Education.
CMA focuses on physical accessibility, inclusive programming, and educational transformation. They use tactile materials, ASL interpretation, and teacher feedback to refine experiences, but face resource constraints and structural limitations like high display cases. They're rethinking field trips to foster critical thinking and empathy instead of rote learning.
High Museum of Art (HMA)
The High Museum of Art (HMA) is located in Atlanta, Georgia. It has over 52,000 square feet of gallery space. Though school groups do not use the Greene Family Learning Gallery, its iterative, feedback-driven design offers valuable inspiration for how museums can revise experiences for K–12 students on structured visits.
HMA’s Greene Family Learning Gallery has evolved through iterative testing and user feedback. Although not designed for school groups, its process, guided by visitor behavior research (FLING study), community input, and prototyping, offers a model for responsive educational design. They learned to let real user needs, not assumptions, drive change.
Frist Art Museum (FAM)
The Frist Art Museum (FAM) is located in Nashville, Tennessee. It has over 24,000 square feet of gallery space. While the Martin ArtQuest Gallery was designed primarily for families and individual visitors to engage in self-directed art-making, its development process offers relevant insights for museums seeking to enhance experiences for K–12 school groups.
FAM’s Martin ArtQuest Gallery prioritizes hands-on learning and inclusive visuals. Their renovation process centered visitor input, accessibility consultants, and cultural representation. The use of high-quality materials and digital companion content offers a model for scalable, interactive programming.
Museums: Make / Matter
The Museums: Make / Matter study by Katie Covey Spanier explores how university art museums are rethinking their role in society through human-centered design with the context of limited budgets and infrastructure. Many of these university museums actively engage with K–12 school groups.
University museums show that modular design, co-creation with students and communities, and low-cost iteration can foster accessibility. These institutions often innovate out of necessity and serve as valuable examples of inclusive programming without extensive funding.
Personas or audience profiles can inform museums of their visitors, allowing them to reference their research more effectively when making design decisions.
Practical Guidelines
1. Accessibility Improvements:
Museums can implement affordable solutions, such as tactile elements for visitors with visual impairments, pre-recorded ASL video tours or captions, and adaptive tools designed to support a wide range of physical and motor abilities.
The Frist Art Museum successfully pursued this approach by partnering with the Tennessee Disabilities Coalition (TDC) to identify and implement low-cost accessibility improvements.
2. Enhancing K–12 Student Engagement with Human-Centered Programming:
Museums should integrate interactive, choice-based learning tailored to student needs.
According to the CMA’s focus group feedback, museums should provide pre- and post-visit materials to reinforce learning outcomes.
In addition, according to the University Museums Case Study, museums should introduce object-based learning (OBL) to promote active engagement. Museums can accomplish this by leveraging existing collections and integrating them into new lesson plans rather than curating new exhibits.
A.J. Paul Getty Museum Survey
3. Reducing Cost Barriers for Underserved Communities:
Financial barriers remain a major obstacle for schools.
Museums can offer free or reduced admission programs for students and low-income families, such as the Columbia Museum of Art’s Free First Thursdays and summer access for South Carolinians.
They can also partner with local businesses or foundations to fund field trips. In these partnerships, outside sponsors would cover costs like admission and transportation, reducing the burden on schools and increasing student access.
4. Fostering Community Partnerships for Inclusive Programming:
Museums must actively engage with local communities to develop relevant, inclusive content. By partnering with local cultural organizations museums can co-develop exhibits (HMA, FAM).
They can conduct community focus groups to ensure exhibits reflect diverse perspectives like the CMA with educator related focus groups. Offering bilingual interpretation and signage can accommodate diverse audiences.
5. Strengthening Museum Wayfinding and Spatial Design:
Effective wayfinding enhances accessibility and visitor experience. For instance, color-coded pathways and clear directional signage are strong examples of wayfinding (HMA, FAM).
This can also take the form of interactive maps and mobile guidance apps. Museums should ensure seating areas are available throughout the museum for visitors who need rest (CMA). This disproportionately affects elderly and disabled visitors.
6. Implementing Volunteer and Staff Training for Inclusive Experiences:
The American Alliance of Museums’ 2024 Visitor Engagement Study found that visitors who rated museum staff as highly engaging were twice as likely to return compared to those who found staff interactions lacking (AAM, 2024). This highlights the importance of proactive staff training.
For instance, empathy training ensures that museum staff and volunteers facilitate welcoming experiences. This can take the form of visitor observation studies, focus groups, or shadowing to understand how visitors interact with museum spaces.
7. Encouraging Iterative, Data-Driven Design Improvements
Museums that employ iterative design processes see a measurable increase in visitor engagement. This suggests that low-cost prototyping, visitor surveys, and small-scale exhibit tests can significantly enhance engagement before large-scale implementations.
Designers can adapt exhibit content based on behavioral analytics and observation studies. This way designers can tweak existing spaces rather than making large redesign investments.
Reflection
When I began this thesis, I believed that my experience at the Smithsonian National Museum of American History could inform accessibility strategies at the Columbia Museum of Art (CMA). The Searchable Museum website impressed me with its ability to make museum experiences accessible from anywhere. I initially thought this model could apply to CMA as well. However, through interviews with CMA staff, I realized their priorities were different. Unlike the Smithsonian, CMA’s focus was on in-person engagement rather than expanding digital access. Some of their digital resources were a response to COVID rather than long-term initiatives. Additionally, CMA lacked the Smithsonian’s funding and infrastructure, making a large-scale digital expansion impractical. Even though they would like to, it would not be feasible. What worked for the Smithsonian simply did not align with CMA’s reality.
As designers, it is easy to become immersed in creative and exciting ideas without considering real-world limitations. My initial concept, while well-intended, was not feasible with the limited resources and realities faced by the CMA staff. This realization reinforced a fundamental principle of human-centered design. Effective solutions emerge from a deep understanding of user needs and behaviors. Once you are a designer, you are removed from the user. Design is not about forcing ideas. It is about listening, adapting, and creating functional, intuitive solutions. This lesson guided my research and will continue to shape my work as a designer.
Visual Essay
References
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