THE UFFIZI GALLERY - AUDIO GUIDE APP
Focus on the art,
not the app
Each year, nearly 3 million people visit the Uffizi Gallery, yet there’s still no official audio guide to help them admire the world-renowned collection. I designed a universal audio guide app that allows anyone, from anywhere, to explore the Uffizi with ease and intention. An app that helps visitors focus on the art itself, not the device in their hands.
Audio Guide
App
Accessibility
Usability
Conceptual
My role
UX/UI Designer
Product Designer
Deliverables
Prototype
Design System
Team
Mentor (Senior UX Designer)
Timeline
2025
Oh! You haven't jumped to the result. Let's dive in.
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Project Goal
The primary goal is to provide a seamless and accessible audio guide that creates lasting memories for the gallery's millions of visitors.
Effortless & inclusive
The app must be immediately usable by people of all ages, abilities, and technical skills, with no technical barriers.
Focus on the art
The app should disappear into the background, allowing the art to be the main focus of the visit.
Autonomy
Users must have full control over their experience, from language selection to the depth of information they receive.
Research & Insights
I conducted a user interview with 5 people who have used audio guide app in the past. The user research revealed that people avoid using audio guides because they are unhandy, require mobile data, or are confusing to use. Common pain points included difficult navigation, app bloat (taking up memory, storage, battery), poor accessibility, limited language support, and people with visual impairments struggle with tiny text size. Users want to focus on the art, not on fiddling with a device.
Quotes from the interview
“It's a hassle to download and set up.”
“If they had the guide in my language, I could memorize the exhibition better.”
“I found myself looking at the phone screen rather than the exhibition.”
“I wanted to pause and play but the audio guide went back to the beginning each time.”
Pain points
'It’s not your fat finger,
it’s touch targets.'
— A legendary proverb, 1990 AD
Empathize & Define
I invested the largest portion of my project resources in the empathize phase for good reason. These apps are often designed for one-time use, and usually, they completely miss the chance to create a lasting connection with users. Considering the potential reach (millions of visitors downloading and interacting with the app!), this is a huge lost opportunity. Due to its short lifespan, users tend to overlook inconveniences, forget about them quickly, or avoid engaging deeply. I wanted to go beyond assumptions and truly understand these behaviors and pain points.
Aggregated empathy map
Says
Thinks
Does
Fumbles with controls and app navigation
Avoids downloading apps
Tries audio guide apps but gives up if they don’t work well or are tedious to use
Skips content that is too long or boring
Feels
Frustrated by technical glitches, bright screens, or confusing interfaces
Disconnected from the exhibit due to tech or language barriers
Embarrassed or excluded when accessibility and language needs are not met
Anxious about practical issues like data, storage, and battery
Maud
21 / Rotterdam, Netherlands
Occupation
Education
Status
Part-time barista
High school graduate
Lives with a roommate
Spontaneous
Intuitive
Disciplined
Easygoing
Tech level
Native user with limitations
I just want the interesting bits. If it's too much hassle or boring, I'd rather just look at the art on my own.
Frustrations
App downloads feel like too much effort
Detailed and academic audio makes it boring
Data usage is a concern when abroad
Goals
Avoid any process that requires multiple, bothersome steps
Interesting, bite-sized information about the art
Something lightweight that doesn’t eat up data or storage
Ricky
62 / San Diego, CA, US
Occupation
Education
Status
Small business owner
MBA
Lives with wife
Discerning
Patient
Deliberate
Curious
Tech level
Intermediate
I want to enjoy the art, not get lost in my phone screen.
Frustrations
Difficulty seeing screen text with small fonts
Needing to look at the screen often to stay on track
Fumbling with clunky audio controls, forcing him to rewind repeatedly
Goals
To experience exhibitions without distractions
Simple, intuitive controls (pause, play, rewind)
Visual comfort (dark mode, large font)
Bence
36 / Budapest, Hungary
Occupation
Education
Status
Freelance programmer
BSc in Computer Science
Lives alone
Analytical
Efficient
Independent
Minimalistic
Tech level
Expert
If I have to think about how to use the app, it has already failed.
Frustrations
Apps that bundle too many features together, creating a confusing experience
Confusing UI when in a rush
Native language often not supported
Goals
A seamless user experience with minimal setup
Clear separation between ticketing and guides
Language options that support diverse users
How might we design a light, intuitive, and inclusive audio guide that truly serves the visitor?
Ideate & Prototype
Crazy 8
User flow
Wireframe
Design system
Key features
Default dark mode
Big play/pause button
Feedback & Share
High fidelity mockup
Key takeaway
Real voice makes a difference
Although this was a conceptual project, I took user research seriously. Interviewing users revealed real pain points and unexpected insights that shaped the direction of the design.
Prioritize users, always
Good apps are not just well-intended, they are user-centred. Especially for universal app like audio guides, designing for experience (not assumptions) makes all the difference.
Equitable and accessible design
Great design includes those at the edges, not just people in the center of the Venn diagram. Accessibility and inclusion should never be an afterthought, but a starting point.