History SmARTs is an art history app designed for a hosting art gallery. The art gallery strives to appeal to and educate its audience about art. History SmARTs targets users that enjoy learning and want to enrich their lives with culture.
2 months (June - July 2022)
Inquisitive users need a fun and engaging
way to learn while on the go.
Design an art history app for an art gallery that allows users to easily learn while maintaining mobility.
UX designer designing an art history app for an art gallery from conception to delivery.
User research, paper and digital wireframing, low and high-fidelity prototyping, and iterating on designs.
I conducted interviews and created empathy maps to understand the users I’m designing for and their needs. A primary user group identified through research was busy adults who want to be able to learn while on the go.
This user group confirmed initial assumptions about educational app users but research also revealed that mobility was not the only factor limiting users from taking advantage of educational apps. Other user problems included lack of engagement, difficult navigation, accountability and lack of accessibility that make it difficult to stick with an education based app.
Learning apps don’t often focus on engaging the audience
Text heavy layouts are difficult to read and navigate
Educational/informational platforms should include a way to test retention
Information heavy apps should include an audio option for learning
Sally is a social and inquisitive woman who needs an app that will help her learn while on the go because she enjoys exploring and learning everywhere she goes.
Mapping Sally’s user journey revealed how helpful it would be for users to have access to an art history app.
Taking the time to draft 5 different iterations of the home screen ensured that navigational elements that made it to digital wireframes would address user pain points.
Stars were used to indicate elements of each sketch that would be used in the digital wireframe.
I made sure to base screen designs on addressing user pain points from feedback and user research.
Quiz feature and personal control was a key user need to address for accountability and user engagement.
Digital guided tour experience for hosting art gallery encourages learning while interacting in person.
The low-fidelity prototype connected the primary user flow of learning and taking a quiz so the prototype could be used in a usability study with users.
I conducted a usability study of a new art history app to determine if users can complete core tasks within the prototype and determine if the art history app is difficult to navigate.
The usability studies revealed that the profile needed to stand out from the top bar. Users also needed larger call to action buttons to encourage better user flow.
Use of icons to help with navigation
Audio option added to text heavy information. Audio is customizable by
language and voice preferences in profile settings
Enlargement option of imagery in the form of overlays for a detailed view.
Conduct another usability study to ensure that previous pain points were adequately addressed.
Conduct additional research focusing on most effective learning methods and best incentives for users to continue use.
Send designs to the development team.
The app makes users feel like History SmARTs cares about their learning goals.
One quote from peer feedback: “I love the color palette and user flow. The app is engaging and looks great.”
While designing the History SmARTs app, I learned that what seems obvious to me in the way of navigation and function may not be for everyone else. I have the advantage of knowing what each element represents because I designed them. I have to challenge myself to forget what I know and see through the user’s eyes.
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