This research investigates the intention to use Smart Apps for visiting museum among youth in Malaysia. Due to the rapidly growing and advanced tourism industry, there are various advanced technologies created to meet the needs and demands of the tourism industry. Among them are smart application technology (Smart Apps), which include Augmented Reality (AR) and Virtual Reality (VR). This Smart Apps was created to make it easier for users or tourists to travel locally or abroad. By using this Smart Apps, users can interact or obtain information and data in the form of a 3D world. This research examines factors such as performance expectancy, effort expectancy, social influence, facilitating condition in order to gain data, seeking and determine either the variables collected could be linked between intentions to use Smart Apps among youth in Malaysia. To reach the analysis, a quantitative research was carried out. The respondent of this study was conducted with 200 respondents who are youth in Malaysia. For the analysis of data, reliability test and Pearson correlation would be used. As a result, researcher analysis shows moderate positive correlation between variable factors and intention to use Smart Apps among youth. Through the knowledge of this research, it might be useful for the tourism industry especially museum in increasing and upgrade the quality of the museum systems in Malaysia.