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How to make an audio guide

Making an audio guide is mostly writing. The technology stopped being the hard part some time ago, and a guide can now be published without hardware, without an app, and without a print run. This page walks through how a guide actually gets made, from choosing stops to testing signage in the gallery.

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What an audio guide is made of

Every audio guide, whatever it runs on, comes down to four things: a set of stops, a script for each one, audio of that script, and a way for visitors to reach it. Everything else is a choice about delivery.

That is worth saying plainly, because museums often start by evaluating platforms and end up with a shortlist before they have written a word. The reverse order works better. The script is the part that decides whether visitors listen, and it is the part no supplier can do for you without your collection knowledge.

The six stages of making a guide

Stage 1

Choose the stops

Walk the visitor route and list the objects that people already stop at. Those are your stops. Ten to twenty is a healthy first guide, and it is far better to cover the strongest objects properly than to cover everything thinly.

Mark where visitors bunch up, where they get lost, and where staff answer the same question every day. A guide that solves those three problems earns its place immediately.

Stage 2

Write the script

One story per stop, sixty to ninety seconds, written to be heard rather than read. Open with the object in front of the visitor and give them a detail to look for before widening into the history.

This stage takes longer than anyone plans for, and it is the stage that decides whether the finished guide is worth listening to.

Stage 3

Decide the languages

Start with the local language, because that is where most listening happens even at venues with heavy international traffic. Then add the two to four languages with the clearest evidence behind them.

Lock the source script before translation starts. A source that keeps changing means retranslating and re-reviewing in every language you have committed to.

Stage 4

Record the audio

Voice the source language first and review it before any translation is voiced. A human narrator suits your main language and anything emotionally weighted; synthetic narration makes additional languages affordable at all.

Check every name in the rendered audio. Place names and Indigenous names are where synthetic voices fail most often, and they are also the ones visitors notice.

Stage 5

Publish and connect the signage

Each stop needs a way in. A QR code on a small sign beside the object works on any phone, needs no app download, and can be reprinted for a few dollars when something changes.

Design and print signage in parallel with scripting rather than after it. The destinations can exist before the audio behind them is final.

Stage 6

Test with real visitors

Scan every code in the actual gallery lighting, at the actual mounting height, on a phone that is not yours. A code that scans on a desk does not always scan behind glass in a dim room.

Then watch a few visitors use it without helping them. Where they hesitate is where the guide needs work, and no amount of internal review surfaces that.

How visitors will reach it

There are three practical ways to deliver a guide, and the choice affects cost, staffing, and how easily the guide can change later.

Handheld devices

Works well for: Predictable hardware, no reliance on visitor phones or signal.

Costs you: Purchase cost, daily cleaning and charging, staff handling time at the desk, and a fixed device count that caps busy days.

A downloadable app

Works well for: Full control of the experience and offline use once installed.

Costs you: The download itself. Asking a visitor standing in front of an exhibit to search a store, install, and accept permissions loses most of them.

Browser and QR codes

Works well for: Opens instantly on any phone, nothing to install, content can be corrected or extended without reprinting or resubmitting anything.

Costs you: Needs usable connectivity at the point of scanning, so weak coverage areas need planning.

Journey Pal takes the third route. Visitors scan a code and the guide opens in the browser they already have, in their own language where that version exists, with nothing to install. See how Journey Pal audio guides work in museums.

What making a guide actually costs

The cost of an audio guide is decided mostly by the delivery route, because that is what determines whether there is hardware to buy and maintain. Devices are the largest single line item in a traditional setup, and they keep costing money after purchase through charging, cleaning, repair, replacement, and the desk time staff spend handing them out and chasing them up.

Remove the hardware and what is left is content. Scripting is the cost museums most often leave out of a budget, because it is paid in staff time rather than invoices, and it is usually the largest real cost in the project. Translation is priced per language and per word. Narration is priced per language. Signage is genuinely cheap, in the order of a few dollars per sign, and can be reprinted whenever something changes.

The distinction worth holding onto is between one-off and recurring. Scripting, translation, and narration are mostly one-off, paid again only when content changes. Devices, and the staff time around them, recur every day the museum is open.

  • Scripting: staff time, usually the largest unbudgeted cost
  • Translation: per language, per word, one-off until content changes
  • Narration: per language, and cheaper to redo with synthetic voices
  • Signage: low cost per sign, easily reprinted
  • Hardware: the only line item that recurs daily, and the one QR delivery removes

Making the guide accessible

An audio guide is already an accessibility improvement for visitors who find long wall panels difficult, whether because of low vision, dyslexia, reading fatigue, or simply reading in a second language. That benefit only holds if the guide itself is built to be usable.

Transcripts matter most, and they are the step most often skipped. A visitor who is deaf or hard of hearing gets nothing from audio alone, and a written transcript beside each stop costs nothing extra because the script already exists. Publishing it also gives search engines the text of your guide, which is a real benefit rather than an incidental one.

The physical side matters too. A QR code mounted at standing eye height cannot be scanned comfortably from a wheelchair, and a code printed small on a glossy label may not scan at all under gallery lighting. Both are cheap to get right at signage stage and expensive to discover after a print run.

  • Publish a transcript for every stop, since the script already exists
  • Mount codes at a height that works seated as well as standing
  • Check contrast and code size under real gallery lighting
  • Do not rely on colour alone to signal that a guide is available
  • Offer the local language as audio, not only as translation for visitors

What to do after launch

A guide is not finished when it goes live. The first months produce information that no amount of planning could have given you, and the museums that get the most out of a guide are the ones that treat launch as the start of the work rather than the end.

Three things are worth watching. Which stops visitors finish, because a stop that is consistently abandoned halfway is too long or not interesting enough. Which languages get selected, because that answers the translation question you had to guess at before launch. And where visitors scan nothing at all, because that usually means signage is in the wrong place rather than that the stop is unwanted.

Acting on that is only practical if changing the guide is cheap. If a correction means a studio booking and a reprint, it will not happen. If it means editing content in a browser, guides tend to keep improving for years.

The mistakes that cost the most

  • Writing the script to fill a uniform length instead of letting the object decide.
  • Reading the wall label aloud, which gives visitors no reason to listen rather than read.
  • Translating before the source script is locked, which means paying for every language twice.
  • Leaving QR signage until after voicing, then discovering the printer has a two week lead time.
  • Committing to a language with no reviewer available to check it.
  • Launching the whole collection at once rather than the ten objects that matter most.

Go deeper on any part of it

How to write an audio guide script

A practical guide to writing audio guide scripts for museums and heritage sites, covering length, tone, structure, and the mistakes that make visitors stop listening.

Recording an audio guide: voice actor or AI narration

How museums choose between a human voice actor and AI narration for audio guides, including cost, turnaround, updates, and where each option falls short.

How many languages should an audio guide have?

How museums decide which languages an audio guide should offer, why visitor nationality data is a weak guide, and why the local language still matters most.

How long does it take to make an audio guide?

A realistic timeline for producing a museum audio guide, from scripting and translation to QR signage and launch, and the stages that actually cause delays.

How to make an audio tour

How to make a self-guided audio tour for a museum, heritage trail, or walking route: designing the order of stops, wayfinding between them, and what changes outdoors.

What it costs to make an audio guide

What an audio guide actually costs to produce: how scripting, translation, narration, signage, and delivery are each priced, and which of them come back every year.

How to make your own audio guide

What a museum can realistically produce in-house, what is worth outsourcing, and the parts of a do-it-yourself audio guide that quietly become someone's permanent job.

What you need to make an audio guide

The equipment, software, and people needed to produce a museum audio guide, what is worth spending on, and the things visitors never notice however much you pay.

Audio guide examples and what makes them work

Real museum and heritage audio guide examples you can open on a phone, plus what separates a guide visitors finish from one they abandon after the first stop.

Frequently asked questions

How do you make an audio guide for a museum?

Choose the stops, write a short script for each, decide which languages to publish, record the narration, connect each stop to a QR code on signage, then test the whole route with real visitors before launch.

What equipment do you need to make an audio guide?

Less than most museums expect. A quiet room and a decent microphone cover recording, and a browser-based guide needs no visitor hardware at all because it runs on the phone people already carry.

How much does it cost to make an audio guide?

The costs that matter are scripting time, translation, narration, and signage. Delivery through QR codes and a browser removes the hardware line item entirely, which is usually the largest one.

Can a small museum make its own audio guide?

Yes. The work is mostly writing, which curators and interpretation staff already do. Starting with ten stops in one language is a realistic first project for a small team.

How do we offer audio guides in different languages?

Write the guide once in your main language, have it translated, and record each version. Visitors then reach the version matching their phone's language, or pick one themselves. The delivery method matters here: adding a language to a browser-based guide costs nothing physical, whereas devices and printed panels both have to be redone.

Can a museum audio guide be translated?

Yes, and it is far cheaper than translating printed panels because nothing has to be reprinted. The usual approach is to lock the source script first, then translate it, since a script that keeps changing means paying for every language twice.

What about visitors who do not speak English?

They are the visitors an audio guide helps most. A guide in their own language lets them explore independently rather than relying on a companion to translate wall labels for them, and signage that advertises the guide in their language is what makes them aware it exists.

Do visitors need to download an app?

Not with a browser-based guide. Scanning a QR code opens the audio directly, which removes the step where most visitors give up.

Is an audio tour the same as an audio guide?

Almost. An audio tour follows a set route, so stops can refer to each other and build across the visit. An audio guide is a set of independent stops reached in any order. The production work is the same; the tour just adds the job of designing the route and the walk between stops.

Want the guide made without the platform work?

Journey Pal handles the delivery side: multilingual audio from a QR code, no app download, content you can correct or extend at any time. You bring the stories, which is the part only you can write.

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