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Case Study: GalleryPal


Melanie Wolfertz • Feb 18, 2021

Introduction


The Problem

Museum guests don't know a lot about the art they are viewing unless they have prior knowledge or have done research prior to visiting.


The Solution

I designed an app to help users in museums navigate the art around them, providing quick snippets of information that makes learning on-the-go both easy, reliable, and educational.

Role

I acted as the UX lead designer; I structured my design process around Google Ventures Design Sprint model, which includes sketching, wireframing, prototyping, and user testing.


Tools used:

 Adobe XD, Marvel, InVision, Millanote, Miro


Google Ventures: Design Sprint


“The sprint is a five-day process for answering critical business questions through design, prototyping, and testing ideas with customers. Developed at GV, it’s a “greatest hits” of business strategy, innovation, behavior science, design thinking, and more—packaged into a battle-tested process that any team can use.”

- Google Ventures


Day One: Problem & Insight

Drafting the end-to-end experience


GalleryPal wants to enhance how guests of museums and art galleries experience their art. While some guests might have done some research prior to visiting, or have prior knowledge of art, most of the guests don’t know much about the art they are viewing. Google can provide quick results and deliver a bounty of information, but this can be overwhelming or simply ‘too much information’ for a guest that just wants to have a quick reference to the artwork they’re viewing. 


Many guests visit with a “blank slate,” meaning they have no prior knowledge or exposure to the artist or artwork at the museum. Guests have the option of roaming the galleries by themselves, or they can join a tour for a more personalized experience. Tours offer insight to the artists’ background, technique, historical value, and other context the guest would not have otherwise known. Oftentimes, guests who attend tours are able to revisit the art through a new lens and gain a deeper level of appreciation.

How might we?


  • How might we help museum-goers and art-lovers get the most out of their visit?


  • How might we educate museum guests without being overwhelming?


  • How might we engage museum guests with a personalized experience?



Day Two: Sketching Solutions


I conducted lightning demos and created multiple sketches from the Crazy 8’s exercise; after creating multiple critical screens, I created my solution sketch.


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    Design sprint: Day 2, Critical Screen 1

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    Design sprint: Day 2, Crazy 8's Exercise

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Day 3: Crazy 8’s & Storyboarding




I decided to move forward with my latest sketch from the Crazy 8’s exercise. By the end of the exercise, I was able to deliberate what starting point would be most effective and how a user would want to navigate through compared to my experiences with the other similar apps I researched and downloaded.




I referred back to my notes from the personas and interview and came up with a layout that gives everyone the information they’re looking for, but won’t overwhelm or over complicate the process. As someone who enjoys art museums and galleries, it was easy to create on the basis of what I would expect from an app like GalleryPal.



Day 4: Prototyping your Solution

Today I set out to prototype my solution. To help me maximize my time, I used Adobe XD plugin tools like Mimic, and Quick Mock-Up. As I design the prototype, I combine what I would want from an app like this, and what the given personas and user interviews want.

 

I incorporate key features like the ability to sync to the appropriate museum and to scan a QR to quickly arrive at the given work of art, giving the user less time to worry about getting to the right page, and more about learning about the art around them.


I also include other small details to embellish the art-theme by adding backgrounds of paint texture (artist profile and artwork profile,) the Statue of David (Spring 2021 Exhibits,) and the exterior architecture of museums (home page and search page.)


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Day 5: Usability Test

Goals:

  1. to help the guest understand why the art is good.
  2. to help the guest learn more than they would from just walking around a museum on their own.



Screenshot from one of my usability tests (screen recorded with participants permission.)



I interview 6 people for my usability tests; I selected people who frequent museums and enjoy art.


I notice that not everyone is familiar with the structure of a design sprint, and find myself providing more context before I conduct the usability tests. 


By letting my participants know that this design sprint takes place over a 5-day period, and prototyping in 1 day, I am able to receive more accurate reactions




Takeaways from Usability Tests:


PRAISES

  • “Super informative."
  • GalleryPal is “helpful for people unfamiliar with art.”
  • Majority of participants appreciated the integration of museum features, like the “in the gift shop,” “at the MOMA,” and the ability to explore current exhibits.


REFLECTIONS

  • A “Home” icon would allow for easier navigation
  • Start-up tour in beginning to show how to use app
  • Adding icons to buttons to help illustrate function


For the final edit, I incorporated a few suggestions from my usability tests. These edits include:
  • A “Search” symbol to the Discover button on the home page.
  • A “Favorite” function when browsing Artist Profiles and artwork profiles.
  • The prices for items listed in the gift shop.
  • A key to the timeline in the Artwork Profile; also including relevant historical events.
  • Updating the hamburger menu to a slide-out menu for the navigation in both the Artist Profile and the Artwork Profile.
  • Updating the “Scan for QR Code” section in the Search page to a bold text.


On the Design Sprint Process:

As a first-timer to the GV design sprint, I found the quicker pace refreshing and invigorating. The time constraints forced myself to think out-of-the-box and more creatively; they were also helpful in keeping structure and making sure every edit I made was with intention. This also gave me more of an opportunity to create instinctively, as thus, more like a user operating on first impressions.


  • It was odd to have user testing on such an early prototype, it made me more “protective” over my work. I found myself making sure that the participants knew this was only one day’s work, instead of a prototype that I had been working on for months, like my capstone project.
  • I ended up being really proud of the work I had accomplished in such a short time frame; this project helped to contextualize how a design sprint would be useful to companies who want to test out new features.
  • The design sprint made me appreciate how much time I had put into my capstone, and how far I have come in my program to be able to quickly create a solution prototype in only five days.



Overall, it is a great exercise to channel creative energy and maximize your efforts.



Other portfolio pieces:

UX Design for fayVen
By Melanie Wolfertz 15 Apr, 2021
UX Design portfolio piece for an event-hosting business.
Preview of TaskAble app.
By Melanie Wolfertz 18 Dec, 2020
TaskAble is a task-management tool designed for users on the autism spectrum.
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