TATETRAILS

Empowering young audiences at Tate through a gamified Zine service that bridges the digital-physical divide in art engagement.

Empowering young audiences at Tate through a gamified Zine service that bridges the digital-physical divide in art engagement.

YEAR

2025/02

Role

Strategy Designer

Category

Service design/Product design

DESIGN AT

Royal College of Art

TEAM

5 people

Overview

This project is a three-month collaboration between the Royal College of Art and Tate in the UK. It aims to design new, personalised and interactive ways for people to engage with Tate’s art, culture, retail, dining, and media—both in-gallery and online—creating a seamless visitor experience across physical and digital spaces.

My role

Collaborated with five team members—Eddie Zhang, Zhihan Zhang, Isha Patil, and Aditii Goyal—across the full project lifecycle, from research to final delivery.

Led the design of the Tate Zine, translating insights into a compelling visual narrative. Co-developed the design direction by synthesizing research findings and analysis, using data and cultural insights to inform both service design and brand strategy.

Challenge

Traditional museum guided experiences often suffer from information overload and low audience engagement, making it difficult to inspire immersive experiences and active exploration, particularly among younger generations.

TateTrail is a service design project designed for a diverse audience with a particular focus on Generation Z.

The project integrates physical maps with virtual experiences, combining storytelling and interactivity while introducing gamified exhibition-visit features. Visitors can personalise their journeys through tasks, exploration, and collection activities, transforming the museum experience from a “standardised display” into a “personalised social space.”

2-3 weeks

Insights

User interview

User journey

Trend analysis

Observation

Questionnaire

2-3 weeks

System design

Trend analysis

Observation

Strategy

2-3 weeks

Delivery

User interview

Questionnaire

Trend analysis

Observation

Rearch

Young audiences at Tate show low habitual engagement and limited interest in traditional exhibitions, but demonstrate a strong preference for interactive, participatory experiences—indicating a clear need to redesign museum experiences toward engagement-driven formats.

How might we turn complex art experiences into intuitive, playful interactions that Gen Z can easily engage with and emotionally connect to?

Based on our insights into the Coolhunter user group, we have identified key problems and developed three core design strategies: Social Drive, Gamified Browsing Journey, and Trend-driven Co-creation.

Through these three strategies, we aim to create a more immersive, interactive, and engaging content browsing experience for young users, enabling them to move beyond being passive information receivers and become active participants in content creation.

Delivery

We propose TateTrail Zine — a low-cost, gamified museum interaction system centered around a collectible “artwork sticker zine.”

Unlike traditional museum guides, the zine is no longer just an information tool, but becomes a personal exploration companion, reshaping the museum visit into an interactive journey of discovery.

The system redefines the museum experience through the following stages:

Play → QR-triggered AR interactions introduce tasks, prompts, and challenges, enhancing engagement and immersive exploration
Reflect → Puzzle-based prompts and guided questions encourage visitors to interpret and understand artworks in a personal way
Collect → After completing tasks, visitors receive artwork stickers from museum staff as rewards, strengthening a sense of achievement and collection
Share → After the visit, visitors can upload and share their collected experiences, extending the physical visit into a social and digital narrative

By embedding interaction and reward mechanisms into the zine, visitors shift from passive observation to active participation and continuous engagement beyond the museum space.

We propose TateTrail Zine — a low-cost, gamified museum interaction system centered around a collectible “artwork sticker zine.”

Unlike traditional museum guides, the zine is no longer just an information tool, but becomes a personal exploration companion, reshaping the museum visit into an interactive journey of discovery.

The system redefines the museum experience through the following stages:

Play → QR-triggered AR interactions introduce tasks, prompts, and challenges, enhancing engagement and immersive exploration
Reflect → Puzzle-based prompts and guided questions encourage visitors to interpret and understand artworks in a personal way
Collect → After completing tasks, visitors receive artwork stickers from museum staff as rewards, strengthening a sense of achievement and collection
Share → After the visit, visitors can upload and share their collected experiences, extending the physical visit into a social and digital narrative

By embedding interaction and reward mechanisms into the zine, visitors shift from passive observation to active participation and continuous engagement beyond the museum space.

The pilot user experience testing showed strong positive engagement, with 87% of participants reporting increased willingness to stay longer and share their experience.

TateTrail Zine was selected as a preferred project in the Tate Britain User Experience Innovation Programme, with plans for an on-site audience pilot.

The project was also recognized as an outstanding work from the Royal College of Art Service Design programme, and was presented at ISC Paris Business School.

Result and reflection

This project was less about designing an artifact, and more about developing a way of thinking—learning how to operate within uncertainty, fragmentation, and scale.

One of the key shifts in my thinking was understanding that data itself is not valuable; value emerges from identifying gaps within it. I began to ask not “what do users do,” but “what is missing between what exists and what is possible?” This reframing allowed me to move from surface-level insights to structural opportunities—where behavioral tension becomes a design entry point.

A second critical challenge was defining who the design is actually for within a seemingly homogeneous “Gen Z” category. Rather than treating this as a demographic, I began to understand it as a spectrum of behavioral logics. The introduction of the “coolhunter” segment from Tate’s prior research was pivotal—it revealed that effective design does not start from invention, but from recognizing latent behavioral clusters that already exist but are not yet design-expressed. This shifted my understanding of design from audience creation to audience precision.

The co-creation process also fundamentally reshaped my design thinking. At the beginning, we were anchored in a digital-first assumption, exploring a mobile-based interactive navigation system. However, through dialogue with Tate stakeholders, I realized that complexity is often mistaken for value. The decision to abandon a high-tech direction in favor of a zine-based system was not a simplification, but a strategic repositioning of constraint as clarity. It forced me to confront a key principle: the highest-value solution is not the most advanced one, but the most contextually precise one.

Iteration became another layer of thinking evolution. Across three co-creation cycles, I observed that each prototype did not simply improve, but reframed what the problem actually was. The shift from a puzzle-based system to a quiz-and-reward mechanism was not a design refinement, but a conceptual correction—from passive completion to active engagement. This helped me understand that in service design, form is never neutral; it encodes assumptions about behavior.

Ultimately, this project redefined my understanding of design practice itself. It is not about producing solutions, but about continuously negotiating between constraints, behaviors, and meaning systems. The role of the designer, in this sense, is not to finalize ideas, but to engineer the conditions under which better ideas can emerge.