Timeline

September 15th- October 30th (6 weeks)

Deliverables

High-fidelity prototype of a mobile application

Role

Solo UX Designer, User Research, & UI Designer

Tools

Figma, Miro, Google Workspace

The Problem and Solution

Visitors would like to access succinct information about artists and sculptures as they explore The Dallas Sculpture Garden. The descriptions that typically accompany artworks at museums or galleries can be inaccessible or may lack detail. 

A high fidelity prototype of a minimum viable product that allows users to search, browse, and explore was designed and created. 

Takeaways

As my first real exploration within UX design, I learnt more than a couple of things along the way: 

This case study was conducted as a part of the Google UX Certification Course. The Dallas Sculpture Garden is completely fictional.

EMPATHIZE

Background

The Dallas Sculpture Garden showcases local artists and temporary exhibitions that change with the seasons. They aim to make art accessible for everyone and encourage connections between artists, and visitors from near and afar.  Around 70% of visitors are local and 40% of those visit repeatedly. The garden is family-friendly, but a majority of visitors are between 20-65 years old.

The garden would like to design a product to enrich a visitor's experience by offering more information about art and artists as they navigate the garden.

User Interviews

I interviewed 5 participants who have visited an art gallery or exhibition within the last year. I focused on asking open-ended questions to encourage conversation. 

Goals:

Some research questions:

Affinity Mapping

I noted down relevant comments in Miro to organize themes. It helped to better understand users and their needs as well as define initial product requirements.

Pain Points

I noticed common pain points that participants mentioned at least 60% during interviews:

All users would like more information than just the description that accompanies artworks. Descriptions on plaques can often be lacking depth.

All users want an accessible way to retrieve information quickly. Written descriptions can often be hard to read from a distance.



Some users also mentioned that the ability to find this information prior to visiting would also be useful.

Some users like guided tours for the insightful information but like the freedom of exploring and appreciating art on their own time and pace. 

Storyboarding (Big-Picture and Close-Up)

Personas and User Journeys

Using the quantitative and qualitative data from interviews, I defined two target group profiles, Andrea (25, the solo art-enthusiast) and Jonas (68, the intellectual caregiver) to better empathize with my primary user groups and prioritize goals according to their needs

I considered local visitors- new and repeat as well as out-of-town visitors.

There are of course other target groups, like the significant other that was dragged along.

Competitive Analysis

By conducting a competitive analysis of various mobile apps, internet apps, and websites, I was able to gain more insight into how information about art/artists is presented.

Gotta get ahead of the competition...

Some findings include:

DEFINE

Problem Statements

Constructing problem statements allowed me to define the problem and begin to ideate. I referred to the goals and frustrations of the personas and opportunities from their user journey maps.

Goal Statements

Findings from both research methods helped to define the initial product. As I began to ideate, I focused on these goal statements:

I knew the solution had to:

A mobile app was decided to be the best platform for the product. as it was easily accessible and could present information more effectively. Handheld audio guides and a physical guides were also explored.

How Might We

“How might we” (HMW) is a design thinking activity that can be used to translate problems into opportunities for design. Here are some HMWs I explored:

IDEATE

User Flow and Sitemap

Before sketching, I created a user journey flow and sitemap to visualize common pages. These pages were then organized as a sitemap.

A lot of the pages are repeated- still figuring out the right way to create site maps.

Paper Wireframes

Below are paper wireframes where I began to ideate main pages, such as the homepage, artist and art informational pages, browse pages, settings, and scanning.

Low-Fidelity Prototype

After building low-fidelity wireframes in Figma, I prototyped each screen.

Don't mind the mess, this is my very first prototype.

TEST

Usability Testing

By conducting a moderated usability study with 5 participants, I was able to see where users struggled and discussed how the product could be improved upon. 

Some tasks and questions included:

I organized comments and observations with an affinity diagram to organize themes and discover insights. 

Based on the theme that: the scan or search features were not accessible or clear enough for almost all users, an insight is: users need a clearer way to access and navigate the scan and search features.

Based on the theme that: most users want easier access to the audio feature, an insight is: users need the audio feature to be more noticeable.



Based on the theme that: most users would use the map to guide themselves, an insight is: users need a map with some type of route or indicator so users can guide themselves.


Based on the theme that: some users thought that the language settings could be more clearly organized, an insight is: users need a more organized way of changing the language.

Iterating the Low-Fidelity Wireframes

Before creating a high fidelity prototype, I iterated upon the first prototype with the insights I gathered from the usability test. I also researched best practices online. Some changes include:

UI

Mood Board/Brand Personality

To help guide the visual identity of the product, I constructed a mood board based on the brand personality. This helped define the user interface (UI) of the app.

A mood board for anything is fun.

UI Style Guide

Below are many of the UI elements, colors, and typography utilized throughout the app.

Not exactly a design system, but we're getting there.

Iterating Further and Accessibility Considerations

After creating the first high fidelity prototype, changes were made to clarify certain sections. These changes are depicted below:

Other tests and changes not pictured include:

The Product

Access the Figma prototype using the button or screen below. Press R to restart the flow

Give it a moment to load...

Reflecting on the MVP

Ultimately, the goal is to create a product for the user. The current product addresses the most common pain points and the basic goals outlined during the define stage (helps guide a user throughout the garden and provide a way for users to both search and browse art and artists). 

The app can evolve and address additional user needs in the future. If I could have revisited a step in the process, I would have conducted field research at an actual sculpture garden or museum to focus in on users that are more passionate about learning more and may have been more active about retrieving information.

Next Steps

Some next steps include:

 

Some additional features that can be explored in the future include:

And so much more...

Nice. You made it to the end!

Thanks for reading through this case study- If you have any questions or comments, please don't hesitate to reach out.