art world tour

user experience design - mobile application

my role

visual design, research, usability testing, user experience design

project overview

For my Google UX Design Professional Certificate, we were required to move through a version of a full user experience process, beginning with research and ending with a high fidelity prototype for a mobile application.

I chose a prompt that resonated with me, and didn’t seem to exist in plenty already. With a degree based in fine arts and a self-proclaimed artist at age 5, creating a mobile application to help others explore art fit perfect. This was a wonderful refresh and expansion from what I learned many years ago in college.

user problem

The goal of this mobile application is to utilize museums art tours for more accessible art education and exploration. Right now, this application is in phase 1, with features coming to ease the tour check-in process, allow a detailed profile for the user’s goals and interests, and more.

 

high-fidelity mock-ups

phase 1

 

understanding the user

creating personas

To begin creating a product strategy and path for creation I completed a competitive audit, looking at other applications that offered information on art tours. My results were pretty sparse on direct competitors, so I looked at specific art museum applications and their corresponding websites, such as the National Gallery of Art and Rijksmuseum. The results of my audit led me to believe there would be space for a mobile application serving users interested in different activities surrounding art history and art tours.

To gain further insights, I created user personas for Joseph and Cathy, which you’ll see below. From creating big picture and detailed user scenarios, I was able to plan how my users could use the application. From there, I chose one path to focus on - the action of users booking art tours at an art museum - to complete phase one and create a minimum viable product.

 

ideation and iteration

After learning and discovering what I could about who my users could be, I began to iterate on design possibilities for each frame. For these ideas, I took inspiration from some of my own favorite applications, while making my own decisions that were more specific to my user. Annotating on each idea I’d drawn out helped the transfer of my hand-drawn wireframes to Figma, where I began building my application!

Moving from low fidelity to high fidelity, my branding and visual design skills came to the forefront. I haven’t explored a full brand design yet, but aimed to create initial consistency and begin to create a base design system. I created the color palette with accessibility in mind, making sure that almost all color combinations pass standards for contrast.

 

prototyping from low to high-fidelity

testing and perfecting user flows