Case study about an Art App designed to enhance art history and art in general knowledge in a new and fun way.
UX Research
UI Design
Mobile App
Prototype
Case Study
Role
Solo UX/UI Designer
Timeframe
April 2023 – September 2023
Industry
Educational Art App
Tools
Problems
Users struggle to apply insights from museum visits in their daily lives, leading to a disjointed learning experience. The overwhelming scope of traditional art further discourages users, who often find it challenging to navigate diverse, styles, artists and movements without clear guidance. Existing apps tend to offer generic content that lacks personalization, making it challenging for individuals to forge a meaningful connection with art.
Goals
The goal was to design an art app that enriches museum visits by offering informative content, while also ensuring users stay engaged and entertained in their exploration of art and its rich history in their everyday life.
1.
Design Process
The design process was divided in 5 phases as seen below.
2.
Discover Phase
Quantitative Research
Firstly, I conducted quantitative interviews to comprehend the profiles of 10 individuals who express an interest in art and art education.
Competitive Analysis
The competitive analysis shaped “Arthista”, guided informed decisions for a competitive, user-centric product. By identifying market gaps, I seized opportunities to offer a more comprehensive solution.
Key Discoveries
Users prioritize historical and cultural context in art learning, but it must be presented clearly without overwhelming terminology.
Time constraints are a concern, necessitating concise yet informative content.
Daily updates/Quizzes are favored for sustained engagement.
The app should focus on providing accessible, culturally rich content with contextual explanations.
Additionally, features supporting museum visits, such as audio guides and exhibit details, would enhance the user experience.
Key Discoveries
The app should focus on providing accessible, culturally rich content with contextual explanations.
Additionally, features supporting museum visits, such as audio guides and exhibit details, would enhance the user experience.
3.
Define Phase
Target Audience
With the quantitative research done I could formulate three main target audience that would use the app and find it the most usefull to use and aid their daily life.
User Personas
After identifying the target audience, I developed three user personas to further define their needs, wants, and pain points.
3.
Ideate Phase
User Journey
A user journey was created to help uncover key pain points and start to ideate possible effective app-based solutions. However, not all potential solutions were implemented to avoid overwhelming the app’s functionality.
User Flow
With the user flow we can see how the individual functional areas of the application are interconnected. Also, the journey that users will take to access all the tools and services offered by the app.
4.
Design Phase
Low-Fidelity Wireframes
Many of the low-fidelity wireframes weren’t directly translated into the high-fidelity version. It required numerous changes, but it began with this foundation.
At first, the app had four sections in the navbar. Later, a fifth section was added specifically for quizzes and related content, providing a dedicated space.
The “favorites” section, represented by a heart in the drawing, was integrated into the user’s profile area for easy access to liked content.
High-Fidelity Wireframes
The final UI design with its interactions and animations, here I explain in detail each section of the app.
Other Content
The art content was divided into four categories: art movement, museums/exhibitions, artists, and artworks, allowing users to explore a lot of different educational material.
5.
Testing Phase
User Testing
Lastly, the app prototypes underwent user testing to assess functionality and usability. The feedback indicated that users could navigate the app smoothly. However, some found the daily content a bit overwhelming, especially for newcomers.
Additionally, there was a expressed desire for more interactive features to create a stronger sense of community and belonging. So the main changes was the ability to see how many people liked the artwork, artist etc… to foster a sense of community to the user.
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Additionally, there was a expressed desire for more interactive features to create a stronger sense of community and belonging. So the main changes was the ability to see how many people liked the artwork, artist etc… to foster a sense of community to the user.