
GalleryPal
The Project
This project is a modified Google Venture Design Sprint. I chose the “GalleryPal” design challenge from Bitesize UX and was prompted to create design solutions for a native mobile application.
My Role
Tools
Timeline
UX / UI Designer
Prototyping
Interaction Designer
Usability Testing
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Figma
5 days
The Problem
Museums and galleries are trying to increase customer satisfaction when viewing art including paintings, sculptures and installations. Often times users feel they didn’t get the most out of an exhibit or fully understand the context of the art. This scenario can cause less of a personal connection, lower interest, and ultimately a decrease in overall viewer satisfaction. Additionally, it is more difficult to form an in-depth opinion or perspective on art when the full context is missing.
The Ask
How can we improve the in-person art viewing experience within a museum or gallery?
The Outcome
GalleryPal is a mobile application designed to make your in-person art viewing experience better. It provides users with quick info in real-time to provide a deeper connection and appreciation for the art, options to share and save their art viewing experience and
a seamless, mobile-friendly experience. Click into interactive prototype to view final designs.
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The Process
I used Design Thinking to guide my decision-making while following the 5-day framework of the Google Venture Design Sprint Process.
Day 1
Map
Day 2
Brainstorm
Day 3
Decide
Day 4
Prototype
Day 5
Test
Iterate
Day 1: Map
Make a map, choose target
After reviewing the challenge brief and existing research materials, user pain points and goals, I was able to come up with How Might We questions and possible solutions. I completed this exercise by creating end-to-end user experience maps.​
1. Problem Statements
I started with secondary research to learn about industry examples including Eventbrite, Facebook and Meetup. I reviewed the Sign Up flow for each platform and noted likes, dislikes and action items that I wanted to implement into my social product.
How Might We
Get quick info in real-time while viewing the art in-person?
Enhance art viewing experience by ability to save and share info?
Have a mobile-friendly art viewing experience?
2. Maps
While considering the HMW questions, I mapped out end-to-end experience maps for the persona.
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View all the user experience maps here.

Day 2: Brainstorm
Sketch possible solutions
In helping to focus in on and form ideas, I used the following methods to create possible solutions:
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Lightning Demos
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Sketching
1. Lightning Demos
Prior to sketching, I examined the competitive landscape and reviewed mobile applications / websites that have similar features to GalleryPal or have features I wanted to emulate. I looked at examples from MoMA, Smartify and Magnus.
1. MoMA - Audio Website
Simple way to find art info
2. Smartify
Scan the art, uncover the story
3. Magnus
Shazam for art



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Simple, straightforward content format
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Easy number input to look up art info
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Art info includes audio and text format
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Clean aesthetic and UI design
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Makes a museum easy to discover, remember and share art
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Smartphone accessible to scan, identify and receive art info
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Storytelling, innovative technology and ease of use are app focus
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Visit hundreds of museums in one app
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Named the “Shazam of art”
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Smartphone accessible to scan, identify, receive art info and pricing
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Built in database of 10+million art images (majority are crowdsourced)
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Aims to help prospective art buyers navigate the info-lite area of galleries
2. Sketching
After light research, I spent time sketching possible solutions to solve. I considered my initial mapping process and used the Crazy 8’s sketching exercise. After focusing in on the most critical screen, I made a 3-panel story board.


3-Panel Story Board
(left to right: screen before critical, critical screen, screen after critical)
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Crazy 8's Sketching
Day 3: Decide
Choose best solution
After considering options, I decided on a final solution and created a 7-panel story board to solve for Angela’s pain points. Below are the final story board sketches, which aim to create finding quick and mobile accessible art info for a more enjoyable art viewing experience.

1. Select Exhibit
Users select an exhibit they want to visit and find art in.
2. Enter Exhibit
Users go to exhibit, get background info and enter.
3. Find Art
Users find art they want to learn more info on.
4. Scan Code
Users camera opens to scan the QR code.
5. Get Info
Users receive various formats of info - text, audio, video.
6a. Share Info
Users can engage by sharing art info.
6b. Save Info
Users can engage by saving their favorite content.
Day 4: Prototype
Build a realistic prototype
Once the story board was established, I was able to create a more complete and realistic prototype. The prototype includes high fidelity screens and allows for live engagement for users to complete a few critical tasks that work towards improving the art viewing experience. These include choosing an exhibit to explore, quickly receiving art info on pieces of interest and the ability share and save this content.
Click into the interactive prototype to view initial designs. Or view the first prototype here.
Day 5: Test, Iterate
Test with target users
I conducted 5 moderated usability tests - 2 on Zoom and 3 in-person. I interviewed participants ages 29-74 years old - 2 males and 3 females. Subject range included the basic (1x every 6 months), casual (1x every 3 months) and active (2x per month) museum/gallery viewer. All participants have visited a museum/gallery in the past year and have a general interest in arts / culture, similar to the persona.

Video Interview

Test Screenshot
User Insights
All participants were able to complete the user tasks successfully. They were able to provide actionable feedback. Select insights below:
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All users:
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Liked the simple and minimalist look and feel of the app
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Liked the scan feature to find art info
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Would like to have a CTA button on share page
Most users:
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Think that art descriptions can be shorter and more brief
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Would like an option to move to ‘next piece’ instead of exiting or hitting back arrow
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Expressed that they would not use the General Notes feature
3 users:
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Would like to have the body text read bigger
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Would like the overall directions to be clearer
1 user:
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Suggested revising the Exhibit verbiage from Featured to Temporary/Visiting Exhibit
Iterations
With all feedback, I incorporated all changes into the final version of my prototype. Below are changes implemented into the final version:
Issue

Solution

Issue

Solution

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Revised verbiage to have clearer directions
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Changed art finder method to have simpler task
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Enlarged CTA buttons
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Increased image and text size
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Added more detail for what users can expect
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Enlarged and centered ‘Share’ CTA button
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Utilized heading space / added descriptive headers
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Added note feature directly with artwork
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Changed ‘Save’ CTA to ‘Favorite’ icon
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Added choice to view ‘Next Artwork’ without having to click back
Final Prototype
View the final prototype below.
Retrospective
Key Learnings
1. Think quick
I was able to accomplish a lot by building a realistic prototype, gather actionable insights and implement feedback in a useful way in the five-day time frame.
2. Stay flexible
Another important learning was the ability to stay fluid, take feedback, make iterations quickly and not allow yourself to get stuck on one idea or design. This practice is what ultimately will create the most viable and desired product.