WhizzWorks

Mobile apps

A mobile app for your museum

Turn a visit into a guided experience, and a one-time guest into a member, with an app your front desk and your curators can both stand behind.

Longer, deeper visits without adding floor staff
More members converted at the moment of highest intent
One source of truth for tours, events, and exhibitions
Accessibility built in, not bolted on

A museum visit is a guided experience trapped inside a building. The knowledge is on the walls, in the archives, and in the heads of your curators, and most visitors only ever touch a fraction of it. A well-built mobile app is how you hand that depth to every person who walks in, on the device already in their pocket.

We build museum apps that earn their place: not a novelty download nobody opens twice, but a tool that makes the visit better and quietly does the operational work of converting guests into members.

Start with the visit, not the technology

The wrong way to build a museum app is to list every feature a museum app could have and then build all of them. The right way is to watch how people actually move through your galleries and fix the friction.

A first-time visitor wants to know where to start and what not to miss. A repeat member wants to know what is new since last time. A parent wants something that holds a curious kid's attention for one more room. A researcher wants to go deep on a single object. One app, several jobs, and the design has to be honest about which jobs matter most for your institution.

We begin every engagement by mapping those journeys with you, then we build the smallest version that delivers on the most important one. You see it working before the budget grows.

What a museum app actually does well

Self-guided tours. Themed routes through the collection, with maps that work offline because gallery wifi never does. A visitor chooses "one hour, highlights" or "the modern wing, in depth," and the app paces them through it.

Audio and short-form context. The single highest-value feature in most museum apps. People will happily put in their own headphones and listen to two minutes about the object in front of them. It is cheaper to produce than full docent coverage and it scales to every visitor at once.

Membership at the moment of intent. The best time to ask someone to become a member is when they are standing in a gallery they love, not three weeks later in an email. An app puts the join button right there, and routes the transaction into the membership system you already run.

Events and exhibitions that stay current. A live calendar, push notifications for members, and exhibition pages that update the moment your team publishes them.

Built to be maintained, not just launched

Most institutional software dies not at launch but eighteen months later, when the vendor is gone and nobody can change a word of copy without a change order. We build the opposite way.

The codebase is small, documented, and yours. Content runs through an admin your own staff controls. We instrument the app so you can see how it is actually used, which tours people finish, where they drop off, what converts a membership, so the next round of work is driven by evidence instead of opinion. And when you eventually bring the work in-house or move to another team, everything they need to run it comes with it.

How we work

We are a principal-led practice, which means the person who scopes your app is the person accountable for it shipping. We build a working prototype first, we price the real thing as a fixed scope, and we leave you with software you own and can inspect. That is the same standard whether you are a county historical society or a major regional museum.

If a native app is the right tool for your institution, we will build you one that visitors actually open. If it is not, we will tell you that too, and point you at the thing that is.

What you get
Self-guided toursWayfinding, themed routes, and gallery-by-gallery context that lets a visitor explore at their own pace without chasing down a docent.
In-gallery audio and storiesAudio guides and short reads tied to each object, in multiple languages, playable on the visitor's own phone with their own headphones.
Membership and ticketingBuy a ticket, renew a membership, or flash a member pass at the door. Connected to the systems you already use to track it.
Built to lastA small, observable codebase your team or your next vendor can actually maintain. No black box, no lock-in, full source in your hands.
Questions, answered
Do we need both iOS and Android?
For a public-facing museum app, yes, and we build for both from one shared codebase so you are not paying twice or maintaining two divergent products. If budget is tight, we can also start with a fast mobile web experience and add native apps once the content has proven itself.
We are a small museum. Is an app overkill?
Sometimes it is, and we will tell you so honestly. If your real need is a better website and a simple audio guide, a full native app is wasted money. We scope to the smallest thing that solves your actual problem, and we show you a working prototype before you commit.
How do tours and content get updated?
Through a simple admin your staff controls, no developer required for day-to-day changes. New exhibition, new route, new audio, your team publishes it. We design the content model around how your curators actually work.
What about accessibility?
Captions, screen-reader support, scalable text, and language options are part of the build, not an upsell. A public institution's app should be usable by every visitor, and we treat that as a baseline requirement.