The Art Gallery

Project duration:

December 2022-March 2023

The product: 

A virtual tour and social media app for an art gallery to make art more accessible and inclusive, aiming to create a space where everyone can freely participate and feel seen. Through this study, I will assess the app's intuitiveness and identify areas for improvement, aligning the findings with the project's ultimate goal.

User Journey Maps

The problem: 

People are limited by either time, location, or even societal norms which prevent them from attending galleries and participating in the art world.

Responsibilities: 

  • Conducting initial interviews

  • Wireframing both on paper and digital 

  • Prototyping both low fidelity and high fidelity designs 

  • Conducting two usability studies 

  • Focusing on accessibility 

  • Iterating on designs

User Research Summary

My methodology of conducting my research began with user interviews to understand how a user would gain benefit from an application for an art gallery. Before these interviews, I was under the assumption that many would like to have an art gallery app solely for purchasing art that was further away than they would be willing to travel to. What I found was that while many do use art galleries to purchase original artwork, there is a large community of people who enjoy viewing it to gain a stronger understanding of others experiences and connecting with a greater community. This brought to light how my original design ideas needed to be altered to foster a sense of community. I also found some people may want to use it while at the gallery for translation purposes, gaining more information regarding the exhibits, or have an experience catered to those with learning or reading disabilities. 

Pain Points

Lack of Community

“I have a hard time cultivating a community of like-minded individuals who share my passion for art.”


Poor Location

“I live far from a city center and do not have easy access to galleries near me, resulting in purchasing from big-box stores whose artwork is unimaginative.”


Personas

Following Ouramis’ journey map brought about insights into how useful it would be to connect with a larger community not defined by physical constraints that allow for free thought and facts about pieces of art.

Wireframing

Featured information for the gallery to let users know who they are, what events are coming, or beautiful images to draw the user in
A navigation bar at the bottom to allow for easy movement through all facets of app
For exhibits, I wanted the user to be able to choose their own journey. By this I mean they are not forced to view the entire virtual tour to see what pieces of art are shown and can maneuver through the exhibit on their own terms.

Usability Study Findings

High Fidelity Prototype

Accessibility Considerations

Touch boundaries

To allow for optimal access, I ensured touch boundaries on all interactive details are large enough for those with motor challenges.

Takeaways

Next Steps

Conduct another usability study- This would allow me to understand if the changes I have created from my second usability study were useful in addressing the users problems.

The goal: 

To create a welcoming and accessible space allowing open discussions and connection through art between people across the globe.

Overwhelmed

“I have a hard time with finding where I can easily purchase original art.”


Following Carinas’ journey map brought about insights into how useful it would be to allow users who have the option to purchase artwork while on the go.
In the process of creating different variations of the wireframes, I ensured all necessary information was provided on each screen, including a main menu, exhibit information, easy access to ones profile, high quality photos, and multiple navigation routes.
Easy access to starting where you last left off (this feature may be swapped with highlighted pieces for new users.)
Easy and immediate access to exhibits with a heavy emphasis on the image gives the user an idea of what they will see 
Easy descriptive navigation to exit out of the current screen 
Information on the exhibit representing the overarching information and themes within the exhibit.

In the initial wireframe, users were confused on how the profile would have and sense of “self” and could not easily maneuver through the messages. Because of this, I swapped the friends carousel with a more in-depth breakdown of profile information, paired with iconography. 

Color

Ensuring colors lie within the AA WCAG Compliance guidelines increased access for sight impaired

Input my designs for critiques to allow for fresh perspectives and insight into where improvements may be necessary. 

Touch boundaries needed expanding to accommodate more users

Users were getting lost after adding a card in the checkout process

In the studies, I found language needs to be consistent across platforms. I also found users access individual pieces better when they are displayed on the main part of the screen, rather than at the bottom of the information. I also created an option to share, save and send exhibits and pieces to enhance community. 

Impact: 

This app opens up a space that has previously been inaccessible to a wide variety of people. It allows for users to connect about shared interests and opens up the ability to spend their time learning about artwork, without having to spend entire days in galleries. 


“This is so amazing!!! I kind of wish it were a real art galley for me to go to.” - Jacquelynne U.

During wireframing, I wanted to ensure the user did not have to go digging for information. Therefore, I decided having exhibits, recently viewed items, and featured information on the homepage would portray a sense of what the gallery does without overwhelming the user. 

Ability to access the virtual tour of the exhibit. 
Pictures of individual pieces from the exhibit if the user does not wish to navigate through the tour

For both usability studies, I had users perform given prompts in their own time and space to allow for a more realistic experience within the app. During the first usability study, I wanted to understand if users found the flow intuitive. During the second usability study, I wanted to understand where user journeys dropped before completion.

Round 1 Findings

Users were unsure where to find comments

Round 2 Findings

Users need more information on use of certain buttons to navigate

Mockups

My role: 

UX designer and researcher designing an app for the Art Gallery from initial prompt through delivery.

Lack of Time

“I don’t have the time to search for art in galleries and curate a cohesive collection.”


The low-fidelity prototype shown provides the main user flow of how to view the artwork within the app. This allows for users to readily access the gallery from anywhere they wish. This also displays how the user would interact with others by comments on exhibits and individual pieces of art.

Users need responsive buttons to understand a task was accomplished

Users were not able to easily access all exhibits gallery had to offer. 

The final high-fidelity prototype created a more open user flow allowing for users to pick their own adventure. Users are able to easily navigate between screens and seamlessly alter their path as they wish.

Gestures

To further expand upon accessibility for persons with motor impairments, I have implemented gestures to allow for easy maneuvering through the site.

What I learned:

Since this was my first project completed from start to finish, I have learned a wealth of information. I have learned how users do not wish to search for information, so being obvious for the user is generally best. Colors and type are more challenging to select than a car. And first designs are just a whisper to where the final designs will end up at. 


Conduct further user research to understand if there are users who have “fallen through the cracks” and to understand where improvements can allow for further accessibility.

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