Content Structure Design for the CCCB App

Content Structure Design for the CCCB App

The CCCB (Centre de Cultura Contemporània de Barcelona) is a multidisciplinary cultural hub devoted to exploring the most pressing issues of contemporary society through a wide range of formats and creative expressions. Its rich and diverse programming includes major thematic exhibitions, thought-provoking lecture series, literary gatherings, audiovisual screenings, and innovative festivals.
In the context of the 2020 pandemic, it became essential to adapt to new circumstances and bring culture into the homes of CCCB’s audience. This called for the creation of engaging cultural experiences that people could enjoy from anywhere, breaking the boundaries of the physical space and reimagining how culture is shared.
To achieve this, the decision was made to expand the Tecnosfera program into TecnosferaNOW, which now includes:

  • Live-streamed conferences.
  • Augmented reality exhibitions.
  • Virtual reality exhibitions.
  • Interactive digital courses and workshops.

The goal

Smart Information Architecture for a Smarter Cultural Experience

The goal of this project was to design the information architecture of the CCCB’s mobile app, creating a seamless and engaging experience that allows users to:

  • Discover everything about TecnosferaNOW — what it is, its program, and what to expect.

  • Easily buy tickets and reserve spots for limited-capacity events such as exhibitions, talks, courses, and workshops.

  • Encourage active participation in the new experiences offered by TecnosferaNOW.

  • Foster interaction between participants, turning spectators into a connected community.

  • Provide easy access to knowledge and content related to the activities and events of TecnosferaNOW.

Laura_Casas

Bio

Laura studied teaching and specialized in special education. She currently works with small groups of students with special educational needs.

She lives with her partner and their dog, Avo, in an apartment on the outskirts of Girona. She enjoys frequently going to Barcelona for its rich cultural offerings, although due to the current pandemic, she’s decided to reduce her trips in order to avoid putting her mother—whom she visits every week—at risk.

She’s heard about augmented reality for a while now, but still doesn’t quite understand what it’s all about.

Laura Casas

33 years old • Primary school teacher• Girona

Goals and needs

  • Understand what augmented reality is.

  • Have an augmented reality experience to evaluate the possibility of integrating these activities into her classroom.

  • Learn about the possibilities and limitations of the technology and its relationship with people.

  • Experience something different and inclusive.

  • Acquire knowledge in technology-related areas.

Motivations

  • New experiences.
  • New knowledge.
  • New relationships.
  • New technology.

Frustrations

  • She doesn’t know much about technology, beyond the everyday use she makes of it.

  • She doesn’t have much time, but would love to do a thousand things.

  • She would like to interact with someone during the experience, though she’s not sure if it will be possible.

  • The pandemic has reduced opportunities for cultural events.

Personality

Outgoing
Creative
Active

Tecnology

Tecnological knowledge
Eike

Bio

Eike lives in a small shared apartment in Berlin and is currently studying computer engineering at the EIT Digital Master School.

Eike lived in Barcelona for a year, which allowed him to connect with some like-minded people curious about technology, with whom he still keeps in touch.

Eike enjoys connecting with people but is quite introverted, so he often misses out on interesting opportunities.

Eike Weber

22 years old • Computer engineering student • Berlín

Goals and needs

  • Have new and enriching experiences.

  • Question their own approach to the current evolution of technology.

  • Stay informed about debates on the ethics of new technology.

  • Connect with people to exchange perspectives.

  • Acquire new knowledge.

Motivations

  • New experiences.
  • New knowledge.
  • New relationships.
  • New technology.

Frustrations

  • The rapid evolution of technology requires constant updating.
  • With the pandemic, he has seen many online events and experiences that have been frustrating from his perspective, offering nothing new.
  • There is little interaction considering the current pandemic situation.

Personality

Introvert
Analytic
Reflexive

Tecnology

Tecnology knowledge

Scenarios

Scenarios revealed how users would interact with the app and uncovered potential challenges they might face

To develop this project, different scenarios were created that represented real-life situations of using the app, taking into account users’ goals, needs, frustrations, motivations, and their familiarity with technology.

These scenarios included both positive and negative experiences to anticipate how users might react and what obstacles they could face while using the platform. Additionally, external factors beyond the app itself were considered to better understand users’ emotions and behaviors during their experience.

Based on these scenarios, User Journeys were developed to identify pain points and uncover opportunities for improvement.

User Journeys

Design requirements

Key design principles were defined to ensure the experience aligns with users’ needs

With the scenarios and user journeys completed, an analysis was conducted to define the key design requirements that would ensure a usable application aligned with users’ needs and expectations.

These requirements included both functional and non-functional aspects such as emotional, operational, security, informational, and environmental factors.

Content inventory

A complete content list was created based on the design requirements and project brief

The inventory process consisted of carefully cataloging all the information the app would include, organizing it into clear categories based on content type. For instance, all data related to user registration was grouped together, as well as information about TecnosferaNow, details for virtual reality exhibitions, and other relevant sections.

This structured approach helped ensure that every piece of content was thoughtfully placed to create a seamless and intuitive user experience.

Thanks to card sorting, I understood users’ mental models and organized information for easy access

The goal of the card sorting exercise was to uncover whether the proposed information structure of TecnosferaNOW truly resonated with how users think.

By using a hybrid card sorting method, I could observe if the predefined categories were clear and intuitive — or if users chose to create their own groupings or rename categories with terms that felt more natural to them. This process helped shape a structure that’s better aligned with users’ mental models, improving both navigation and clarity.

Tree testing helped fine-tune the content structure to better align with the users’ mental models

After analyzing the card sorting results—including the dendrogram and similarity matrix—an initial content tree was created.

This structure was then iterated through tree testing, allowing refinements in both hierarchy and labeling to better align with the mental models of real users, ensuring a content organization that feels natural and easy to navigate.

Flowcharts revealed opportunities to simplify navigation by offering quicker paths for users to reach their goals

Flowcharts provided a clear, visual overview of the steps users needed to follow to achieve their goals within the app.

This technique made it possible to identify opportunities to improve navigation, by analyzing the number of steps involved and detecting where alternative paths could be offered to make the experience more efficient and intuitive.

A dedicated flowchart was created for each scenario, based on user actions and aligned with the content structure previously defined.

From Planning to Sketch: Bringing Ideas to Life with a Low-Fidelity Prototype

Flowcharts provided a clear, visual overview of the steps users needed to follow to achieve their goals within the app.

This technique made it possible to identify opportunities to improve navigation, by analyzing the number of steps involved and detecting where alternative paths could be offered to make the experience more efficient and intuitive.

A dedicated flowchart was created for each scenario, based on user actions and aligned with the content structure previously defined.

Prototype

Designing with the User’s Mind in Mind

This project reinforced that crafting an effective information architecture goes far beyond simply organizing content — it requires a deep understanding of the users’ mental models.

Techniques like card sorting revealed how people naturally group and interpret information, while tree testing helped validate and refine the proposed structure. Listening, testing, and iterating were key to shaping an intuitive, accessible experience aligned with the real needs of CCCB’s audience.