An educational mobile app for the Museo Nacional Thyssen-Bornemisza that brings classical art closer to young people aged 15–25.
Create an educational mobile app for the Thyssen Museum to bring classical art closer to young people aged 15–25, connecting artworks with their interests and digital interaction habits.
Understand why younger generations are losing interest in classical art and design a digital experience that makes it more engaging and relevant for them.
A mobile app for the Museo Nacional Thyssen-Bornemisza that helps young people enjoy art in a fun and interactive way. Games, challenges and rewards encourage users to explore the museum and its artworks, making visits more active, educational and participative.
Five stages, from understanding the audience to a tested high-fidelity prototype.
Online sources, articles and official museum websites, to understand how young people interact with museums and digital tools.
Museum and cultural apps that engage young audiences through gamification, creative activities and guided experiences.
Conversations with potential users about their motivations and expectations, compared against our initial hypotheses.
What the interviews kept repeating.
Five design opportunities came out of the research, and each one became a feature.
The UI system is inspired by the visual identity of the Thyssen Museum website — similar colors, typography and graphic elements, to keep a consistent and recognizable brand image.
The design focuses on simplicity and clarity: clear icons and simple layouts guide young users through the app.
Eight screens covering the whole journey, from planning the visit to redeeming the points earned inside the museum.








Three moments carry the experience: exploring the museum, playing with the collection, and getting something back for it.

A suggested itinerary with rooms, time estimate and the artworks not to miss.

Individual and group challenges inside the rooms, each one worth points.

Points become discounts on tickets, the shop, courses or the café.

After testing the app with several users, we observed how they interact with the product and how they use its main features. This helped us understand their needs and detect usability issues.
Eight conclusions to carry into the next iteration:
Where the project goes from here.