
What is ArtTone?
Objective - Gallery Pal wants to improve the experience of viewing art in a museum.
Duration :
1 week
Role :
Product Designer
Tools :
Figma, Figjam, Photoshop, Illustrator
Project Description :
Solo student project under consultation from a Senior Product Designer
Research & UX UI, interviews, sketches, wireframing, high fidelity mockups, usability testing, prototyping
Introduction :
The company Gallery Pal has asked you re-imagine and improve upon the experience of viewing art in a mueseum
The Problem :
Most people don’t know much about art. Unique experiences for guests need to be designed in lieu of traditional tour guides
Goals :
Help museum patrons understand the story with a information on the artist and why the piece was created
Day 1 - Understand / Map
Insights from Research
Bitesize UX & GalleryPal has presented some research into personas and has included an interview video with a museum tour guide.
Notes from interview with art museum tour guide
What is the context what is the story/intention of artist?
What works well / resonates?
Give them info about what inspired artist
They are drawn to tragedy / drama ie. artists outlet
There is always a reasoning behind why it was created
Objectively view art then form an opinion
What is the difference between doing a live tour with a guide and doing your own research on the art?
People miss tiny little details - overlook things
Artwork is meant to understand yourself
Artwork can change your perspective of the world, and allow you to see things differently
Who is your favorite artist
depends on period of art
A Renaissance artist who uses light to highlight and map things
Day 1 Check list
✅ Long term goal - improve the experience of viewing art in a museum — expand on this over time
How could we fail
the experience is not insightful and meaningful
app is not easy to use
too many options for the app
app is not of interest to the user
IDEATION
10 minute brainstorm session results
possible end-to-end experiences a user could have with your product
GOAL
typical user experience for guided museum tour
new yet to be imagined experience for guided museum tour
Current thought process - Day 1
The Solution :
We can create a unique and fun new way to experience the museum by using the phone to scan art pieces.
Testing prototypes on users will reveal the most popular types of experience users might want or not want.
Allowing users to select if they would like to use the phone, earbuds, a combination of the two, or none at all will reveal insights for the most popular methods of learning.
Day 2 - Research & Sketching
Competitor Analysis
I quickly gathered information about the market to better understand what other products existed out there and how I could offer a unique solution for museum enthusiasts.
Tourblink, Meteoriten, & Smartify incorporate intimate, personal commentary, behind the scenes anecdotes, or virtual tours in their mobile app tour guiding to personalize the experience.
Key Findings: Most museum apps do not feature specific details about the art piece, and the information they offer about the art works is frequently lengthy and in-depth.
SKETCHES
Here I started to show what setting up the app will look like for user flows
Intro screen sketches shown here
Key Screens were created to show how a user might get a more unique experience by using their phone to find an art piece.
Key Screens - Crazy 8’s
The main screens I created were
Scanning an art piece to get details
Allow user to access camera and take a photo
Showing how the app works
Explain how the app works before they use it
Landing page for the app that introduces the museum
Allow user to be introduced to the museum upon opening the app
Asking users input for how they would like to consume content
Radio buttons to see if user prefers to use audio, visual or combination of both.
Ideas I was interested in
Idea 1 - Scan the art piece to learn more
Idea 2 - Scan the art piece to see comments, insider info
Idea 3 - Scan art piece and leave your own comments, feelings
Idea 4 - Scan art pieces, see descriptors and explore other areas of the gallery with similar style/interest.
Day 3 - Decide
Storyboard
I finalized my designs through rapid iteration and improvement. I Imagined the key screens for the flows a user would need when visiting the museum with the enhanced tour application. I also imagined what it would look like if the user chose a tour using only headphones.
What I learned
Although this exercise did make me imagine new processes for a tour, it would be difficult to develop during the design sprint, so I decided to incorporate an option in the app for audio only tours or a hybrid of audio and visual to see what would be most popular.
Day 4 - Create
Prototype
Showing how the app works
Explain how the app works before they use it. Seen below are initial screens for my prototype
I spent the fourth day of the design sprint using Figma to create high fidelity screens.
The high fidelity screens depict the red route of using the app’s image recognition to scan an art piece that reveals information about the art and its creator. I focused only on the main screens I described earlier.
Landing page for the app that introduces the museum
Allow user to be introduced to the museum upon opening the app
Scanning an art piece to get details
Allow user to access camera and take a photo
Scanned Art piece
Allow user to focus on specific details of piece they might have missed
Figma Prototype
Day 5 - Testing
Prototype & Usability Testing
The main goals of my usability testing were :
Scanning an art piece to identify it
Allow user to access camera and take a photo
Reveal details about the art that they have scanned
See how users felt about the details that were revealed
See if a user prefers a visual, audio or a combination of both
Allow user to access camera and take a photo
Results from testing
I conducted 5 rounds of usability testing in person and recorded the results from the goals I set out.
Scanning an art piece to identify it - 5/5
All users were able to scan the art piece using the prototype.
Reveal details about the art that they have scanned 5/5
All users understood how to reveal details, some had to look back on “how it works” screen, I should consider adding a direct link to this screen if users become confused.
See if a user prefers a visual, audio or a combination of both 4/5
4 out of 5 users wanted a hybrid tour that combines audio and visual. 1 user wanted only the audio tour. If I had more time I would add more options for combining audio and visual options for tours in the prototype.
Take Away
The Google Ventures design sprint offers a rapid and results-driven approach to problem-solving and testing solution concepts without a significant resource investment or long-term commitment. Given its five-day timeframe, emphasis lies on prioritizing essential features and avoiding unnecessary design additions to maximize efficiency.
It would be great to do another round of testing and add features users were interested in. It would also be great to work with a developer on actually creating a multimedia museum tour using a mobile phone application, RFID technology and headphones.