UX case study: art gallery mobile app

Project Overview

The task is to design a new app, primarily targeted at individuals who visit art galleries on their own - a group that makes up a high proportion of all gallery visitors.

Goal statement 

The goal of the app is described below: 


The app will allow users greater interaction and connection with art and art enthusiasts. Isolated users will find increased satisfaction by joining with others in an engaging social network, relevant to their needs. 


When the app is launched its effectiveness will be measured by tracking the number of people that use the app, as well as like, comment, or share opinions and information.


Role & responsibilities

My role in this project was as user researcher and designer, completing the project from start to finish. In the UX researcher role I recruited participants, ran all interviews and usability studies before analysing and summarising findings to make amendments to the prototypes. In the UX design capacity I created all wireframes and prototypes, from low to hi-fidelity and designed the style of the end-product.

I felt well placed due to my existing passion for art and awareness of the user group that the app was primarily focussed on, the solo gallery visitor. I have recent research experience, both through studies within my MSc. Psychology and in my previous roles that I considered would benefit the research stages. I have existing fashion design experience that I felt could be successfully applied to the design and style of the app. 


Method & tools

The case study follows the cyclical design thinking process — empathise, define, ideate, prototype and test.

Empathise and Define 

Understanding the user

When recruiting users for initial interviews it was essential that they were representative of prospective users, solo art gallery enthusiasts. These interviewees were recruited from my existing networks and included users interested in art who stated that they often visited galleries alone. 

This convenience sampling allowed me to 

Drawbacks included

The method produced a wide range of views and enabled the app to be designed for a real, although potentially too narrow, user group.


User interviews

Ten initial interviews were conducted to understand the primary needs of different user groups and the problems faced within gallery settings.


A primary group uncovered were hard-working professionals often single or childless, frustrated by the lack of engaging and thorough information provided in exhibitions, and exacerbated by their inability to visit the museum during the working week. These visitors felt that galleries were a missed opportunity for social engagement.

“…I am surrounded by people , right in the centre of London, but I just feel a bit lonely, it’s not like we can talk…. Recently I met some friends on a course through City & Guilds, we always have the best time together!” — Joanne

Another group was young adults with an interest in building a career within the arts world. They often felt disenfranchised and ignored by the established art world, feeling uncomfortable asking friends to socialise with them at an art gallery or exhibition, as they would be bored or unengaged. 

"yeah, it's something I do, I study fashion at college, I have a few friends who go with me but mostly I just go on my own or with my Mum."

The research was qualitative, using semi-structured interviews, followed by organisation of data through affinity mapping.

Insights


Affinity mapping defined the following primary pain points:




Persona


Two primary personas were developed using the data gathered from the interviews and affinity mapping, these personas are varied but are representative of the large variety of prospective users.

Data from the Arts Council suggests that the highest percentage of gallery visitors are within the 25-44 years age bracket with much lower visitor numbers aged 16-24 years. However, there is evidence to suggest that the app would be beneficial to the younger visitors who actually have overlapping issues within the gallery environment. The personas created cover both these age groups.


User journey maps 

Further goals and frustrations were uncovered by looking at the behaviour of our typical users.

The outline of the user journey shows: 

User journey map, Christine...
User journey map, Caleb...

This completed the initial empathise and define aspects of the project, leading to the ideation stage.


Ideate 

With a deeper understanding of the user and their needs it was time to start developing potential app solutions.


How Might We and Crazy Eights` were used to develop ideas during the initial ideation stage.

Ideation sessions continued with big picture and close-up storyboards, increasing the understanding of the user journey.

How Might We & Crazy Eights

HMW methods powered the ideation process, allowing us to create new ideas.

We amped up the good, by pairing in person meet ups with the convenience and anonymity of social media.

We used analogies to compare the user experience to existing mobile experiences to see if these methods can apply, ideas include gamified dating apps and a digital noticeboard.


The crazy eights method allowed some free ideation, started with the following statement.


"Christine is a single professional who wants greater connection with others when she visits an exhibition, existing social options are often at inconvenient times."

Storyboarding and User flow

Following the user journey through storyboarding allows more facets of the user to be considered, leading to the creation of an accurate and clear user flow, essential for iterating on the app design. 

These methods helped to develop the app towards a possible solution for users. 

An app where individual opinions are shared with other art enthusiasts in quick and simple ways. Data and statistics show in a few clicks what users think of individual artworks, exhibitions and galleries, eventually creating a network of like-minded or harmoniously provocative users and content to interact with online, or in physical meetings.


Prototype & Test 

Paper wireframes

The paper wireframes were the next process, selecting the layout and design for individual pages following the fully realised user flow diagram. 

The paper wireframes shown are the like or don’t like artwork, for when the user is viewing the exhibition.

There was a lot of positive feedback from users after the first informal usability study, one user likened it to tinder for art.

Although users wanted more information on what statistics would be available. 

Digital wireframes & low-fidelity prototypes

The paper wireframes were turned into digital low-fidelity wireframes.

Usability study 

After completing the low-fidelity prototypes on figma, a formal usability study was conducted leading to the following findings:


Second digital wireframes & low-fidelity prototypes

Updates to the prototypes took into consideration the findings from the usability study.

This included 

Final digital wireframes & low-fidelity prototypes

For a new iteration of the prototype we added more screens to cover more elements of the user journey. Users are able to search for exhibitions, user profiles, set up a profile and read transcripts of the the audio information.


Visual Design The prototype was then iterated further to create a high-fidelity design, focussing on typography, colour, hierarchy and form.
Our proposed user follows a modern, urban lifestyle. Their aesthetic is traditional with playful elements. The colour palette designed fits with the breadth of art and design within the landscape.

Style guideEngaging color palette with three primary colors, a traditional typography — Dosis — with a modern inflection. The style helps the user to engage and connect using our Mobile App.
Accessibility considerations 

Users with varied accessibilities were considered during the app development. Although various considerations were made some extra changes were made later on during the design process.


This is a lesson in making sure that considerations are made at earlier points and users with differing needs are front and centre of user studies.


Icons now include written titles to increase accessibility for visually impaired users.


Users with hearing difficulties have access to transcripts for all audio files. This addition was seen as valuable to all all users in the latest usability study.


Users with physical disabilities can access maps and floorplans prior to their visit, these will have a focus on accessibility and any non-compliant exhibitions will be flagged with an icon.

Final prototype

Please see below for final mock-ups showing onboarding, homescreen and exhibition home, viewing and interaction as well as exhibition end, stats and further exploration.

The prototype can be viewed here:


Impact 

The app has received positive reviews from industry professionals.

Designing the app has enabled me to increase my knowledge within UX research and design enormously.

I understand the importance of the design process, the vital part that UX research plays in developing designs and why this process matters.


Next steps


Personal Reflections