Online Exhibits

Web Exhibit or Mobile App: Choosing a Delivery Path

The tradeoffs between delivering a museum project in a browser and as an installed app: reach, cost, features, upkeep and what visitors actually prefer.

On this page
  1. The decision comes before the design
  2. What a web exhibit offers
  3. What a web exhibit cannot always do
  4. What an app offers
  5. What an app costs
  6. Questions that usually settle it
  7. A common and sensible default

The decision comes before the design

Many museum projects begin with the words “we need an app.” Often what the team means is “we want something visitors can use on their phones.” That can be met in more than one way, and the choice affects cost, reach and how long the project lasts. Deciding on the delivery path early avoids building the wrong thing well.

There are two broad options. A web exhibit runs in the phone’s browser. Visitors open a link, perhaps through a QR code, and nothing is installed. A mobile app is installed from an app store and runs as a program on the device. There is also a middle route: a web exhibit built so that it can be added to the home screen and partly work without a connection.

What a web exhibit offers

  • Low barrier. A visitor scans a code and starts. Many people will not install a program for a one-hour visit, and some do not have space on their devices.
  • One build for many devices. A single site works on different phones, tablets and computers, rather than separate versions for each system.
  • Easy updates. Changes appear for everyone as soon as they are published. There is no waiting for store review or for visitors to update.
  • Findable and shareable. Pages can be found through search and shared by link. That helps visitors continue at home and helps people who never visit in person.
  • Generally lower cost and upkeep. The skills are widely available, and the technology is relatively stable.

The approaches in this article share ground with using visitor phones as a second screen in the gallery, where a simple link is often the whole mechanism.

What a web exhibit cannot always do

Browsers have become capable, but some limits remain, and they vary by device and over time.

  • Access to some device features may be restricted or inconsistent.
  • Offline use is possible but takes careful setup, as discussed under offline mode.
  • Heavy graphics and complex interactivity may run less smoothly than in a purpose-built program.
  • There is no presence in an app store, which is where some people expect to look.
  • Detecting a visitor’s position indoors is limited.

Because these details change, check what current browsers support for your specific needs before relying on any feature.

What an app offers

  • Deeper access to the device. Features like background location, push messages and certain sensors can be easier to use.
  • Stronger offline behavior. All content can be installed in advance and relied upon with no signal.
  • Smoother performance for demanding content, such as complex 3D or augmented reality features.
  • A lasting presence on the phone, which may suit a repeat-visit program for members or a long-running trail.

What an app costs

Apps bring burdens that are easy to underestimate.

  • Installation friction. Many casual visitors simply will not download a program for a single visit. Guest Wi-Fi may be weak, and large downloads can use visitors’ data plans.
  • Several versions to build and maintain, or tools that produce them, each needing testing on many devices.
  • Store rules and review, with their own delays and requirements.
  • Ongoing updates. Operating systems change, and an unmaintained app can stop working or vanish from stores. The risk of technology obsolescence is higher here than for a simple site.
  • Higher budget. Development, testing, submission and maintenance generally add up to more than a comparable web build, though exact figures depend on scope.

A realistic exhibit budget should cover years of upkeep, not only the launch.

Questions that usually settle it

Instead of asking which is better, ask:

  1. Who is the audience, and how will they arrive? First-time tourists, school groups and local residents differ in their willingness to install anything. See the notes on returning visitors if repeat use matters.
  2. What must the experience do? List the features. If everything can be done in a browser, there is little reason to build an app.
  3. What is the connectivity like on site? If signal is poor, decide whether to make content downloadable in the browser or in an app.
  4. How long should it last, and who will maintain it? A small team may be unable to support an app for years. Consider the maintenance plan before choosing.
  5. What are the access needs? Both routes can be accessible or inaccessible. Browsers generally offer well-understood support for assistive technology, but good design is still essential for screen readers and for older adults who may find installation daunting.
  6. What is the budget and the schedule? Be honest, especially for a small museum.

A common and sensible default

For many museums, especially small ones, the most practical approach is a well-built mobile-friendly website, designed for phones first and kept light. It reaches the most visitors with the least friction, is simplest to maintain and can often be extended later. An app becomes more appealing when the project truly needs features a browser cannot provide, when a membership or long-running program justifies the investment, or when a stable offline experience in a remote location is central.

Whatever you choose, test it with real visitors early. A quick prototype and some observation of how people actually use their phones in the gallery will tell you more than any amount of speculation. Provide a way for people without a phone, or who prefer not to use theirs, to get the same content, such as printed guides, loan devices or on-site screens.

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