Secondary research
Then I also conducted secondary research into museum experience (best practices, challenges), how AI was being applied within the space, and what other ways people had tried to innovate in this area.
Museum Experience:
Visitor studies: Tracking-and-timing studies find visitors spend under 30 seconds at most exhibit elements and see only 20–40% of an exhibition.1
Museum fatigue: Museum fatigue is primarily cognitive, not physical, with a variety of causes including satiation, object competition, information overload, limited attention capacity, and ongoing cost/benefit decisions.2, 3
Heads-down problem: Designers of in-gallery device-based experiences need to be cognizent not to create experiences that cause visitors to spend more time looking down at their phones rather than at the art itself.4, 5
Photo-taking impairment: Taking pictures in a gallery has been shown to impair memory under certain conditions. Some attribute it to cognitive offloading—where the camera replaces the need for memory making—while others argue the cause is attentional disengagement—where taking a photo causes the viewer to distance themselves from the experience at hand. However, the studies behind this finding often used directed photography, where participants were told exactly what to shoot. In more natural conditions, volitional photography (where the visitor decides what to photograph) and detail-focused photos have been shown to increase engagement rather than impair it. This underscores the importance of preserving visitor agency and active engagement in a museum experience to ensure visitors stay mentally present and make memories that will last.6, 7, 8, 9
Precedents:
Adaptive Virtual Reality Museum: A Closed-Loop Framework for Engagement-Aware Cultural Heritage10
Gaze, head motion, and walking speed feed a classifier that has an LLM adjust text complexity in real time. A 16-person pilot saw 2–3× more reading engagement versus static content.
SimViews: An Interactive Multi-Agent System Simulating Visitor-to-Visitor Conversational Patterns to Present Diverse Perspectives of Artifacts in Virtual Museums11
LLM-powered visitor agents with distinct professional identities (ethicist, biologist) present diverse narratives, structured on Goffman's participation framework.
Artistic Chatbot: Case Study of a Voice-to-Voice RAG-Powered Chat System12
Voice-to-voice RAG curator answers spoken questions via ceiling mic. Over a month-long deployment, 60% of responses stayed grounded in exhibition content; premature cutoffs from silence-based turn detection were the main flaw.
Experiencing Art Museum with a Generative Artificial Intelligence Chatbot13
Photographing a painting triggers a chat (text/audio/both) with location-aware guidance. Performed on par with traditional tour apps for finding information, but visitors paid closer attention to artwork details.
Multidimensional Analysis of Visitor Interaction With Museum Apps: Designing for Enhanced Museum Experiences14
Frames app engagement as app-focused, physical (AR/location audio), and meta (social/metaverse). Bookmarking-style personalization let visitors focus on the physical work instead of note-taking; recommends routes adapted to visit length.
Museum Exhibition Co-creation in the Age of Data: Emerging Design Strategy for Enhanced Visitor Engagement15
Proposes "unaware co-creation": visitor interactions become data feeding a cyclical curatorial process, with technology kept as "subordinate support" to the narrative.
Advanced Visitor Profiling for Personalized Museum Experiences Using Telemetry-Driven Smart Badges16
Bluetooth Low Energy badges pair OAuth pre-visit profiles with real-time dwell/proximity data (1.5-second location updates) for adaptive content and group formation. Badge users rated satisfaction 4.6/5 vs. 4.0/5 for non-badge users.
Cooper Hewitt, The Pen17
Physical precedent: an interactive stylus letting visitors "collect" objects and design at in-gallery tables.
Bibliography
1. Serrell, B. (2006). Judging Exhibitions: A Framework for Assessing Excellence. Left Coast Press.
2. Bitgood, S. (2009). Museum fatigue: A critical review. Visitor Studies.
3. Bitgood, S. (2013). Attention and Value: Keys to Understanding Museum Visitors. Left Coast Press.
4. Walter, T. (1996). From museum to morgue? Electronic guides in Roman Bath. Tourism Management, 17(4), 241–245.
5. Ward, A. F., Duke, K., Gneezy, A., & Bos, M. W. (2017). Brain drain: The mere presence of one's own smartphone reduces available cognitive capacity. Journal of the Association for Consumer Research, 2(2).
6. Henkel, L. A. (2014). Point-and-shoot memories: The influence of taking photos on memory for a museum tour. Psychological Science.
7. Soares, J. S., & Storm, B. C. (2018). Forget in a flash: A further investigation of the photo-taking-impairment effect. Journal of Applied Research in Memory and Cognition, 7, 154–160.
8. Barasch, A., Diehl, K., Silverman, J., & Zauberman, G. (2017). Photographic memory: The effects of photo-taking on memory for auditory and visual information. Psychological Science, 28(8), 1056–1066.
9. Fawns, T. (2023). Cued recall: Using photo-elicitation to examine the distributed processes of remembering with photographs. Memory Studies, 16(2), 264–279.
10. Damouni, J., Tanus, W., & Unkelos-Shpigel, N. (2026). Adaptive virtual reality museum: A closed-loop framework for engagement-aware cultural heritage. arXiv:2603.13639. https://doi.org/10.48550/arXiv.2603.13639
11. Su, M., Liu, C., Zhang, J., Shuang, W., & Fan, M. (2025). SimViews: An interactive multi-agent system simulating visitor-to-visitor conversational patterns to present diverse perspectives of artifacts in virtual museums. In Proceedings of the 33rd ACM International Conference on Multimedia (MM '25).
12. Kucia, F. J., Grabek, B., Trochimiak, S. D., & Wróblewska, A. (2025). How to make museums more interactive? Case study of Artistic Chatbot. In Proceedings of the 34th ACM International Conference on Information and Knowledge Management (CIKM '25).
13. Wang, H., & Matviienko, A. (2025). Experiencing art museum with a generative artificial intelligence chatbot. In Proceedings of the 2025 ACM International Conference on Interactive Media Experiences (IMX '25).
14. Kim, J., & Kim, S. Y. (2025). Multidimensional analysis of visitor interaction with museum apps: Designing for enhanced museum experiences. Curator: The Museum Journal, 68(4), 622–636.
15. Derda, I. (2024). Museum exhibition co-creation in the age of data: Emerging design strategy for enhanced visitor engagement. Convergence, 30(5), 1596–1609.
16. Ivanov, R. (2024). Advanced visitor profiling for personalized museum experiences using telemetry-driven smart badges. Electronics, 13(20), Article 3977.
17. Cooper Hewitt, Smithsonian Design Museum. (2014). The Pen. Designed by Local Projects, Diller Scofidio + Renfro, and Tellart. https://www.cooperhewitt.org/new-experience/designing-pen/