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Overview

A one-man design sprint project for an app where the user can scan the artwork and receive information about it

Role

UX/UI Designer

Tools

Figma

Constraints

5 days

Platform

iOS

Artulost

Introduction: Day #1 (Understand)

Working as a UX/Ul designer, it is important to have experience with every methodology and process that is available on the market. That is why I wanted to challenge myself and jump into the unfamiliar waters of the design sprint.

I performed a one-man design sprint project over the course of five days. On the final day, I updated the Ul and fixed minor problems that had been brought to my attention from my testing evaluation. I gathered the research material from Bitesize UX, an online Bootcamp for UX.

The mobile app that I designed enables users to scan artwork in the museums they visit and access information about it.

The solution for this project was to create an on-the-go app for museumgoers that is fast and user-friendly. The app utilizes image recognition technology and augmented reality scan for 3D objects (ie. statues and sculpture art). For more contemporary art (such as installations and performance art), there is a feature for users to manually enter the information from the art label.

After capturing a photo of the artwork with their mobile phone, users can view the main information about the work: name, medium, dimensions, artist's background story, techniques that they used, location, and the price of the piece. The information is presented in a concise manner as an educational story and provides recommendations of similar pieces from the same artist.

Besides scanning, ARTULOST offers users the ability to save their favorite scanned artwork and to share it with friends via social media platforms.

"I chose to work on this project because art has always been a huge part of my identity and I can relate to museum-goers looking for an enhanced experience."

The research material provided by Bitesize UX reveals that 6 out of 7 users are missing out on the full experience when visiting museums. The main pain points were:

  • Not having adequate information about the artists

  • Long articles about the art

  • No context about the piece

After performing research on the targeted users and ways to address their needs, I created the persona for this project, named Angie.

Meet Angie

Angie.png
Persona 

A 23 year old living in New York and works as a junior art director. She likes to visit popular museums every couple of months, without looking for a specific artist. She just goes and browses whatever work is being showcased.

Frustrations

If she knew a bit more about the art, she would have had a better experience. Angie has tried to read some books and articles on the art she’s seen, but loses interest due to how long they are.

Frustrations

She wants to get quick information while looking at the art that will give her a better appreciation for it, and make her feel like she is making the most out of her visit.

"I enjoy going to the museum, but I often leave feeling like I didn't appreciate the art to its full potential."

To help Angie to have a better museum experience, I created a map of her journey from start to finish while using ARTULOST.

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user map

Inspiration: Day #2 (Sketch)

At the beginning of this one-man project, I really wanted to kick things off in the right direction, so I performed competitive market research and looked at similar apps to get inspiration. Apps like Smartify and Arts&Culture by Google provided me with a lot of insight since both apps have the same functions as the one I designed; they enable users to scan artwork and access more information about it.

Moreover, I leveraged my work experience as a data entry freelancer for this project. I worked on a German app called Magnus several years ago, which functioned as 'Shazam for art. My role was to research and compile all the information pertaining to the artwork and to enter it into the database, so that users would be able to access more detailed information about it when they scanned the art piece. Working on such a project drew me closer to the art world, but it also allowed me to adopt a user-perspective think of ways to better address their needs so as to enhance their experience. That experience influenced my design decisions for this current project.

After getting inspired, I started sketching future designs with pen and paper. I used the technique Crazy8s to rapidly sketch eight different versions of my crucial screen, one minute per screen. The app's main goal is to inform the users about the art, so for my crucial screen, I chose the screen after scanning the artwork.

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8 versions of crucial screens

Angie's Story: Day #3 (Decide)

As designers, we are creating a story with our products. In this story, Angie is the main character, and for my character to have a successful story I need to create every step (screen) seamless, comprehensible, easily accessible and fast to use.

  1. Angie starts by opening the app (splash screen)

  2. Continues on to the sign-in page, where she is prompted to enter her login credentials. As a new user, she can make a profile with her Gmail or Apple account. Because of the accessibility and fast environment in which this app will be used, I also put the option for entering the app as a guest and still be able to fully use it.

  3. She is then directed to the homepage where she can explore the art scene, read art-related news, and get the art quote of the day.

  4. The next screen is the camera screen, where Angie can snap a photo of the artwork. Aside from taking a photo, she also has the option to manually type the information from the art label in case that art is a dust sculpture...

  5. Following taking a photo of the artwork, the app gives Angie access to the main crucial screen filled with information about the artwork. From there, she can like that piece, share it on her social media, revisit the home page, or scan a new piece.

  6. After liking the art piece, Angie can revisit them on her profile page.

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storyboard

Iteration: Day #4 (Prototype)

I love sketching on paper because it makes me feel like I’m an artist, where I can freely express my design thoughts. But what I like most is turning those sketches into the virtual world. Figma is my go-to favorite tool for designing high-fidelity screens and for prototyping, which I used to create Angie’s story.

Because of my perfectionist nature, I can lose track of time trying to make every pixel perfect, so I gave myself an eight-hour limit for designing and prototyping the mobile app.

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welcome page

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home page

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camera

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art page

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profile page

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search by text page

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art page (continue)

Impressions: Day #5 (Test)

The following day was all about testing my prototype with real users. For participants, I chose five of my colleagues who are young professionals with little knowledge about the art scene. The test was performed over Zoom, and I used the voice memo app for recording the sessions, with their consent. The screens were not finished fully, but they were all functional enough to perform the test and identify design flaws. The users were asked to perform a couple of tasks including browsing the app, taking a photo of the art in front of them, and search the art piece by entering the information from the label.

Things I learned and changed after the test was performed:


1. The original design had the button AR Scan, but none of the users knew what it stood for, so changed it to a 3D Scan button.
2. Also, the TYPE button was confusing for my testers so I changed it to the Search by Text button.
3. Two out of the five participants didn't see the Camera button for scanning artwork right away, so I changed it into a more unique button by redesigning the icon and putting the accent color.
4. From the feedback I gathered, the visual hierarchy was a bit confusing for the users so reorganized it for better readability.
5.I put the mini description about the app on the welcoming page for more clarity so that users know the purpose and function of this app.
6. Last but not least, I made the whole app in dark mode for better accessibility based on one of the suggestions I received from the users.

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check out the design before the test

Conclusion

Jumping into the unfamiliar territory of a design sprint, was both exciting and unnerving at the same time. With every task successfully done, I felt more encouraged and confident to finish it. Designing a project that relates to you also helps stimulate excitement!

I learned that a lot of things do not need to be perfect, only functional enough to test it out with your users. I can get lost when nitpicking every pixel of the screen, so design sprint taught me how to overcome that.

Next, I would like to work on a design sprint in a team setting, constantly collaborating with other professionals and learning from them, while helping our users.

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"I long so much to make beautiful things. But beautiful things require effort and disappointment and perseverance."

(Vincent van Gogh)

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