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Reimagining museum hubs

Designing a more welcoming and connected visitor experience across the entrance and cafeteria of Milan's Museo Nazionale della Scienza e della Tecnologia Leonardo da Vinci.

Industry
Culture and heritage
Client
Museo Nazionale della Scienza e della Tecnologia Leonardo da Vinci
Role
Interaction Designer
Team
Interaction and interior designers
Date
July 2024
Platform
Physical space and service
Scope
Experience Design · Service Ecosystem · Spatial Experience · Visitor Journeys
The museum's cloister photographed at dusk, a two-storey Renaissance courtyard with arched loggias lit from within, photographs hung along the upper arcade, and clipped box hedges in the garden below

Designing for culture and heritage

The Museo Nazionale della Scienza e della Tecnologia Leonardo da Vinci is Italy’s largest science and technology museum, housed in a sixteenth century monastery in Milan. It invited Domus Academy students to rethink two of its visitor spaces: the entrance, and the cafeteria and picnic area.

Neither was framed as an interior problem. The question was what these spaces contribute to the visit as a whole, which is a different question and a harder one.

I worked alongside interior designers. They took spatial planning, layout, materials and the physical environment. I took the visitor journeys, the interaction touchpoints, the service ecosystem and how information and navigation would work across both.

What the brief asked us to improve

  • Visitor flow
  • Information
  • Navigation
  • Museum identity
  • Accessibility
  • Social interaction
  • Comfort and engagement

Two spaces doing less than they could

The museum has a remarkable collection and a strong identity. Very little of either was present in the first space a visitor walks into.

The entrance worked as a transaction. Buy a ticket, pass a counter, start walking. It did not say what was inside, how long any of it takes, or which parts might matter to the person standing there. A visitor made their first decisions about a large and complicated museum with almost nothing to go on.

The cafeteria had a related problem in a different form. It was somewhere to eat that happened to be inside a museum, rather than part of the visit. The break in the middle of a day out is not dead time. It is when people compare notes, decide what to see next, and recover enough attention to keep going.

How might we turn functional museum spaces into meaningful parts of the visitor journey?

Watching the experience where it happens

We spent time in the museum photographing and observing both spaces, then laid every observation back onto the floor plan so a problem could be located rather than just described.

A field research board titled The Entrance, with a floor plan marked with twenty numbered camera positions beside the twenty corresponding photographs, annotated with observations including another entrance for disabled people, four cashiers and three queues behind plexi glass, a counter in poor material with two columns, the cloister used as a waiting area during events, a locker room with an unpleasant smell, and stairs reserved for staff
01 · Twenty camera positions across the entrance. Each photograph is pinned to the point on the plan it was taken from, so a complaint about the counter is also a location.
A field research board titled The Picnic-Area, with a floor plan marked with twenty numbered camera positions beside the corresponding photographs, annotated with observations including sixteen tables and sixty-four chairs that are hardly movable and very noisy, bins at the entrance causing a bad smell, dirty walls and neglected plastic chairs, a heritage sink no longer working, visible pipes, and only two common toilets for visitors
02 · The same survey of the picnic area. Sixteen tables, sixty-four chairs, two toilets, and a set of problems that are all fixable.

Photographing systematically rather than selectively is what made the boards useful. It is easy to notice the counter and miss the fact that the bins sit at the entrance to the room where people eat. Both are on the board.

  1. 01

    Photo ethnography

    Every point in both spaces, photographed from a fixed position on the plan. This is what surfaced the smells, the noise, the neglected furniture and the pipes.

  2. 02

    Observation

    Watching how people actually moved, where they stopped, where they hesitated and where school groups collided with everyone else.

  3. 03

    Stakeholder conversations

    Receptionists, guides and museum staff, who know the failure modes of a building far better than a visitor passing through once.

  4. 04

    Communication analysis

    The website, the signage and the printed material, read as one system rather than separately. This is where the identity gap showed up.

A museum is not a building with exhibits in it

The reason to map the ecosystem was not thoroughness. It was that we kept finding problems whose cause sat somewhere else entirely.

A visitor who cannot judge how long the museum takes will misjudge when to eat. They arrive at the cafeteria at the same time as three school groups. The cafeteria is loud and short of seats, so they cut the break short, and the rest of the visit suffers. The problem shows up in the cafeteria. It was caused at the entrance.

  1. Entrance
  2. Ticketing
  3. Navigation
  4. Exhibits
  5. Time
  6. Cafeteria
  7. Exit

So we mapped four layers together: the people, the spaces, the services and the museum’s own heritage and identity.

A large ecosystem map of the museum combining an axonometric drawing of the building at its centre with four clustered panels around it: the digital experience showing the website structure, the signage system, a heritage map of exhibitions, labs and interactions, and the actors involved including visitors, museum staff, partners and suppliers, joined by annotated insight bubbles
03 · The building at the centre, with digital experience, signage, heritage and actors arranged around it. The bubbles are where we could see one layer failing another.
A stakeholder map plotting museum actors on three concentric rings labelled essential, important and interesting, with operations, admin, curators, educators, tour guides and visitors at the centre, and marketing, government, schools, local community, media, finance, technology, exhibitions and accessibility further out, connected by lines showing their relationships
04 · Who has a stake, and how close they sit to the decisions. Operations and front-of-house are in the middle, which is not where a visitor-facing brief usually starts.

There is no single visitor

The museum is used in ways that have almost nothing in common. A school group of thirty arrives on a schedule with bags to store and a guide to follow. A tourist has an afternoon and wants the famous things. A parent with two children is optimising for attention span. Someone local on a repeat visit is going to one gallery on purpose.

Three overlapping visitor journey maps for an experience seeker, a school group on a guided tour and a combined flow of public, school groups, exhibitors, staff and suppliers, each plotted across five stages from arrival to exit with an emotion line, scenarios, barriers, photographs of the physical path, touchpoints and opportunities
05 · Three journeys across five stages. The emotion lines diverge most sharply at the break, which is the stage the museum had designed least.

We mapped them separately and then read them against each other. The stages where the lines agreed were fine. The stages where they pulled apart were where a single fixed experience was failing somebody.

VisitorArrives withNeeds most
School groupA schedule, a guide, thirty bagsStorage, a route, somewhere to eat together
TouristLimited time, high expectationsThe highlights, and how long they take
FamilyChildren and a short attention spanPacing, breaks, things to do at child height
Solo or repeat visitorA specific intentionDirectness, and not being routed through a tour

Three things the research kept returning to

  1. 01

    The museum talks to children

    Communication leans heavily towards children, in the signage, the website and the framing of activities. A great deal of the collection rewards an adult audience, and very little of the museum says so. Adults are not excluded, but they are not invited either.

  2. 02

    Peak hours turn into guesswork

    When the museum is busy, a visitor cannot tell where to go, what to prioritise, how long anything takes or where it is acceptable to wait. Uncertainty at the door becomes congestion further in, because everybody makes the same default choice at the same time.

  3. 03

    The physical and digital museums feel unrelated

    The website and the building do not share an atmosphere, a voice or a visual language. Someone who plans a visit online and then walks in arrives somewhere they have not seen before, and has to start orienting from scratch.

Information, navigation, identity

The research produced a long list of things that could be improved. Most of them collapsed into three, and holding to three is what kept the two spaces from being designed as separate projects.

  1. 01

    Information

    How might we help visitors understand what the museum offers as soon as they arrive, including how long it takes?

  2. 02

    Navigation

    How might we make it easier for different kinds of visitor to find their own way through the building?

  3. 03

    Identity

    How might we make every touchpoint feel like part of the same museum?

Every proposal that follows is answering at least one of these. Several answer all three, which is usually how we knew the idea was worth keeping.

What we borrowed, and from where

A reference board of ten photographs with captions: interactive screens, hanging posters, a wristband scanner, festival bands with RFID, yellow floor signage, no-staff food machines, lockers for food, microwaves, easy to move furniture, and bright yellow neon tubing
06 · References, chosen for mechanism rather than style. Festival wristbands, airport floor graphics, food lockers and furniture light enough for a teacher to rearrange.

Two things on this board did most of the work. Yellow floor signage, because it survives a crowd in a way that wall signage does not, and it can be laid into a heritage building without touching the walls. And the festival wristband, because it is a piece of technology people already know how to use, that carries an identity without needing a screen.

Making arrival the start of the visit

A zoning diagram of the entrance titled Zoning, The Entrance, with an axonometric cutaway of the entrance rooms coloured to show five zones, information point, reception, museum's highlights, ticketing area and waiting area, each linked to a labelled icon
07 · Five zones where there had been a counter and a corridor. The waiting area is new, and it is the one that fixes the peak-hour crush.

The entrance was reorganised around what a visitor needs to do rather than what the building needs to process. Ticketing becomes visible instead of hidden behind a queue. An information point sits before the ticket desk, so the questions get answered before somebody is holding up a line.

Two axonometric cutaway diagrams, the first titled Information, information point and reception, showing a desk and a wall display of institutional partners, the second titled Identity, museum's highlights, showing a room hung with suspended panels of exhibition photographs, a bench, and yellow floor markings guiding visitors through
08 · Above, the information point and reception. Below, a highlights room that shows the collection before anybody has bought a ticket.

The highlights room is the part I would defend hardest. It answers the adult-audience insight without a campaign or a rebrand: it simply shows what is in the building, at the moment the visitor is deciding what to care about.

Two renders of the proposed entrance. Above, visitors walking towards the ticket office beneath suspended panels showing exhibition photographs, with the words ticket office painted on the floor in yellow with an arrow. Below, a wall headed Experiences shared by our visitors carrying photographs of people in the museum, with a bench in front of it and a child looking up at the suspended panels
09 · Suspended panels carry the collection overhead, yellow floor graphics carry the wayfinding underfoot, and the walls carry visitors' own photographs.

Note where the information lives. Overhead and underfoot, because those are the two surfaces a crowd cannot block, and because in a protected sixteenth century interior they are also the two you are most free to use.

Giving visitors a way through that is theirs

The peak-hour insight has an obvious bad answer: tell everyone the same recommended route and watch them all take it together. The proposal instead gives each visitor a route shaped by what they came for.

  1. Collect a band
  2. Scan and choose interests
  3. Get a route
  4. Scan at exhibits
  5. Scan on the way out
  6. Keep the visit
A concept diagram titled Band Ticket Functioning, virtual souvenir of experiences, showing an RFID wristband and four numbered steps across axonometric drawings of the entrance, the galleries and the exit, collect a band with RFID from the ticket counter, scan it at the kiosk to curate a personalised route, scan at each exhibit visited, and scan at the exit kiosk to receive a QR code giving access to the visit on a phone
10 · The band as the thread through the visit. It replaces a paper ticket, which is already thrown away, and it needs no app and no phone until the visitor is leaving.

Two decisions matter here. The band works without a phone, because requiring a download at the door excludes exactly the visitors who are already having the hardest time. And the personal record is generated on the way out rather than during the visit, so nobody spends the museum looking at a screen.

Designing the break as part of the visit

A zoning diagram titled Zoning, Picnic Area, with an axonometric cutaway of the picnic area rooms coloured to show five zones, the entrance with water station, food and drink station, eating area, eating area for groups and collaboration area, each linked to a labelled icon
11 · Five zones, including a collaboration area made from a room that had been sitting unused.

The picnic area had one undifferentiated room doing every job at once. School groups, families and adults eating alone were all in the same space, at the same tables, at the same time. Separating the zones is most of the fix.

Two axonometric concept diagrams. The first, titled Information, navigation and identity, the entrance with water station, shows a long basin with a screen above it reading have you washed your hands and hydrated, yellow floor arrows leading through, and a stone plaque reading this basin is history, and not in use anymore. The second, titled Information and identity, food and drink station, shows a wall of food lockers with a self-service screen and a panel of nutrition information
12 · The heritage basin kept and labelled rather than removed. It stops being a broken sink and becomes the smallest exhibit in the museum.

That plaque is my favourite detail in the project. The survey board recorded the old sink as a fault, not working, heritage sink. It is a science and technology museum. An object that no longer works and explains why it is still there is entirely on-brief.

A render of the proposed food station, with two large wall-mounted touchscreens showing a MUST Cafe menu of sandwiches, wraps, salads and fresh fruit, a wall of illuminated food lockers behind an archway, the words pick up your food in yellow overhead and food station with an arrow painted on the floor
13 · Ordering on the wall, collection through lockers. The survey found the existing area served by vending machines, so the proposal works with a self-service model rather than against it.
Two axonometric concept diagrams, the first titled Information, eating area for groups, showing a room with a long bench, a round table with chairs and a bank of recycling bins with lockers above, the second titled Information, eating area, showing a smaller room with individual tables and a recycling point, both annotated with dark signage panels explaining which materials go in which bin
14 · Groups above, individuals below. The recycling signage is specific about materials because the previous bins were general and were used as general bins.
Two renders of the proposed picnic area. Above, a child and an adult at a curved communal basin beneath a screen asking have you washed your hands and hydrated, with yellow floor markings reading group area and adult seating. Below, a long vaulted hall with upholstered booth alcoves along the walls, wooden shared tables and individual tables, school children moving through, a bank of recycling bins and the words don't be trashy, recycle painted in yellow
15 · The same room, now readable. Booths for people who want to be left alone, long tables for groups, and a floor that says which is which.

The seating mix is doing the accessibility work. Sixty-four identical noisy chairs serve nobody in particular. Booths, long tables and small tables let a visitor choose how much company they are having with lunch.

Interaction design against interior design

The team was interaction designers and interior designers, and the two disciplines do not naturally agree. Interior design starts from the room and works towards behaviour. Interaction design starts from behaviour and works towards the room. For a while that produced two projects.

What resolved it was the ecosystem map, which neither discipline owned. It gave us a shared object to argue over, and the arguments got more specific once we could point at the thing.

Almost everything worth keeping came out of the overlap. Yellow floor signage is a wayfinding decision and a materials decision at once. The heritage basin is an interior detail that turned into a piece of content. The zoning that separates school groups from solo visitors is a spatial move answering a service problem.

My contribution

  • Visitor journeys across both spaces
  • The service ecosystem and stakeholder mapping
  • Information and navigation across physical and digital
  • The RFID band and kiosk concept
  • Interaction touchpoints and signage content

What was hard, and what I took from it

What was difficult

  1. 01

    Coherence across physical and digital

    The experience had to hold together across signage, ticketing, kiosks, exhibits and the website. Any one of those drifting undoes the identity work in the others.

  2. 02

    Competing visitor needs

    School groups, tourists, families and solo visitors want incompatible things from the same room at the same hour. Zoning was the compromise, and it is a compromise.

  3. 03

    Two disciplines, two starting points

    Aligning spatial and interaction decisions took continuous discussion. Some interaction ideas did not survive contact with the building, which was usually correct.

  4. 04

    A protected heritage building

    The proposal had to feel contemporary without damaging or disguising a sixteenth century monastery. That constraint produced better answers than a free hand would have.

What I took from it

  1. 01

    A museum is an ecosystem, not a collection of exhibits

    The visit is shaped by arrival, ticketing, navigation, food and departure at least as much as by what is in the vitrines.

  2. 02

    Observation reveals what a map cannot

    The smell at the bins, the noise of the chairs and the broken sink are not things anyone reports in an interview. They are things you find by standing there.

  3. 03

    Physical and digital have to speak the same language

    A visitor should not feel they have moved between unrelated products when they go from the website to the door to a kiosk.

  4. 04

    Collaboration changes the solution

    Working with interior designers pushed the project past screens and into movement, atmosphere and material, which is where most of this experience actually lives.

  5. 05

    The journey starts before the exhibit

    By the time someone reaches the first gallery, the museum has already told them what kind of place it is.

Where this stands

This was a student project developed at Domus Academy with the museum as the client. It is a set of concept proposals. Nothing was built, installed or tested with visitors, and I have no evidence about how well any of it would work in the building.

What it changed was how I think about experience design. A museum is not experienced one screen or one exhibit at a time. It is experienced as a continuous journey through people, spaces, information and moments, and designing that meant looking well past the interfaces.

The best museum experiences don’t simply tell visitors where to go. They make them curious about where to go next.