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Project Overview

The Product

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.

Product Duration

Product Duration

Product Duration

2 months (June - July 2022)

The Problem

Product Duration

Product Duration

Inquisitive users need a fun and engaging

way to learn while on the go.

The Goal

Product Duration

The Goal

Design an art history app for an art gallery that allows users to easily learn while maintaining mobility.

My Role

Responsibilities

The Goal

UX designer designing an art history app for an art gallery from conception to delivery.

Responsibilities

Responsibilities

Responsibilities

User research, paper and digital wireframing, low and high-fidelity prototyping, and iterating on designs.

User Research

Summary

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.

Pain Points

Interest

Accountability

Interest

Learning apps don’t often focus on engaging the audience

AI

Accountability

Interest

Text heavy layouts are difficult to read and navigate

Accountability

Accountability

Accountability

Educational/informational platforms should include a way to test retention

Accessibility

Accountability

Accountability

Information heavy apps should include an audio option for learning

Persona

Problem Statement

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.

User Journey Map

Mapping Sally’s user journey revealed how helpful it would be for users to have access to an art history app.

Design

Paper Wireframes

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.

Digital Wireframes

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.

Low-Fidelity Prototype

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.

Low-Fidelity Prototype

Usability Study Findings

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.

Round 1 insights

Round 1 insights

Round 1 insights

  1. Users want to be able to find their profile options
  2. Users want clear wording and icons to represent navigation options
  3. Users want better designed call to action buttons within each page

Round 2 insights

Round 1 insights

Round 1 insights

  1. A confirmation of progress before starting a quiz is necessary
  2. Information on the tour guide page should be presented as an overlay instead of separate page

Refining the Design

Mock-ups

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.

Hi-Fidelity Prototype

Hi-Fidelity Prototype

Accessibility Considerations

1

1

1

Use of icons to help with navigation

2

1

1

Audio option added to text heavy information. Audio is customizable by

language and voice preferences in profile settings

3

1

3

Enlargement option of imagery in the form of overlays for a detailed view.

Next Steps

1

1

1

Conduct another usability study to ensure that previous pain points were adequately addressed. 

2

1

1

Conduct additional research focusing on most effective learning methods and best incentives for users to continue use.

3

1

3

Send designs to the development team. 

Takeaways

Impact

What I learned:

What I learned:

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.”

What I learned:

What I learned:

What I learned:

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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