UX/UI
Case Study
GalleryPal
An interactive mobile app where users can learn fast facts about the artwork they are viewing.
Project Overview
This project was a 5 day design sprint where I created a high fidelity prototype using insights from the research team and mentor oversight. I conducted usability testing with 5 interviewees.
Description
Storyboarding
Usability Testing
Prototyping
My Role
Problem Statement and Challenges
Problem
Gallery goers are interested in learning about different paintings that they view at art museums but its difficult to find quick information online. There is too much information that is not specific to what users want to learn about.
Solution
I created a mobile app where users can engage simultaneously with the app and the museum exhibition.
Empathizing
Utilizing qualitative insights from user interviews I was able to understand what museum goers needed in their experience.
Finding info
Dislikes
Facts
About the artist
I synthesized all of the user interviews, organizing them into several categories.
Affinity Map
The user persona helped me to step into Angela’s shoes and drive the app’s design towards her goals.
User Persona
Aesthetic and Minimal Design
I wanted to designed an app where users can have a more enriching experience at art museums. Minimal design allows users to engage with the app only when they need to.
Highlights
I wanted to refine a single screen so I sketched 8 versions of one screen 8 minutes each.
From this exercise I was able to design a solution sketch. The solution sketch gave me a blueprint for designing a consistent product.
A card overlays the background for quick and easy facts.
An animated button catches the users eye so they can learn different techniques.
App prompts users to interact while viewing a work of art.
A card overlays the background allowing users to read or listen to the quick facts.
Third Screen
Users can pull up a tab to reveal more information about the artist and background of the painting.
Fourth Screen
To create the storyboard, I drew four critical screens along the user’s journey.
GPS technology identifies the users location, and they are prompted to open the app based on what painting they are standing in front of at the museum.
First Screen
Users click on brightly animated buttons to learn quick facts about the painting.
Second Screen
Storyboard
Using the consistency and standards heuristic I wanted to design a user’s journey that is easy to interpret, so I created a storyboard.
Labeled tabs are easy to understand and navigate
Pull up tab is intuatuve
Audio icon reflects the standard for listening options
The biggest highlights I took from the storyboard were:
Usability Testing
I wanted to learn if the app was intuitive and met the users needs to easily learn facts about the art work, the context of the work, and the background of the artist.
I interviewed 5 people to test the prototype and I prioritized my findings in order of importance.
I learned that:
Users want more control
The overview page needed a space to return to
Users want suggestions to engage further
User Control and Freedom
In the final prototype I was able to create a product where users could feel more in control of their experience.
Tested Design
Redesign
This screen was unclear, and left users feeling unsure of how to answer the prompt.
Users can now have control of their experience by choosing what paintings they want to learn about.
The user experience ended with a video of the artist working.
Creating a section for suggested artists allows users to continue engaging with the app.
Tested Design
Redesign
Summary
I was able to design a product that met the needs of our user persona. The app has minimal design, giving users control and freedom to learn about different art pieces and the artists who create those pieces, all while being present to the exhibition they are attending.