3-
Art&Facts
Art gallery App
UX / UI case study
​
Developing a mobile application that enables gallery visitors to discover information about artworks and engage with the artists behind the creations.
My role: UX Researcher / UX & UI Designer
Duration: March - May 2023
Tools: Figma, Google Meets, Google Docs

%202.png)
Project overview
Art institutions often feel overwhelming, offering a one-way experience. The absence of tour guides, clear explanations, and accessible information spaces can leave visitors with the impression that the experience lacks inclusivity and personalization for individual needs.
Problem
How can we enhance engagement and experience for gallery visitors by fostering more meaningful interactions with artworks?
Opportunity
Art&Facts, an art gallery app, provides a personalized exploration of artworks. It functions as a personal guide, offering insights into the artist and historical context, allowing visitors to navigate the gallery at their own pace along paths that interest them.

%203.png)

Design process
My role
This project was predominantly a solo effort, and I handled the entire end-to-end process, from interviews to design.
I wanted to explore visitor behaviors and experiences in art galleries, delving into their motivations, frustrations, and emotions.
01/
Empathise:
User research summary
I conducted interviews and created empathy maps to understand user needs. Further insight was gained through participant interviews, analyzed findings, and a field study. Additionally, secondary research provided perspectives from users inaccessible due to time constraints.
Insights & Pain points
I interviewed five people aged 20 - 70, who visit art galleries at least once a year and use mobile devices on a daily basis.
Based on research, four pain points were discovered:​​​​​​​
.png)
02/
Define:
Define & understand user
Following the research process, I brainstormed various use cases and focused primarily on designing a product for target groups based on the insights gleaned from interviews and user research.​
.png)
Problem statement
Emilia is a busy architect with dyslexia and a single mom who needs to access reading information easily and save it for later, as she wants to access it when she has time.
03/
Ideate:
Storyboards
With a deeper understanding of the user and their needs, it was time to start developing potential app solutions.
Scenario: A gallery app that assists in finding the right information about artworks and artists in an easy and effective way.


During the gallery visit, the app provides greater context and information to Emilia, allowing her to choose the interaction she seeks at her own pace.
04/
Prototype:
Sketches & digital wireframes
I created an initial paper prototype with essential screens, covering a user flow, and then turned it into a clickable prototype in Figma. This allowed people to test it as efficiently as a mobile app.

I sketched a variety of screens and interaction options, considering various opportunities, features, and accessibility.
*/
Visual identity:
Mood-board
Our user is a modern person who lives in an urban environment and follows upcoming trends, with a real interest in the art world.

Style guide
The main typeface used, Aleo, is a contemporary typeface with semi-rounded details and a sleek structure, giving it a strong personality while still maintaining high readability. Paired with Arimo, a refreshing sans-serif offering improved on-screen readability characteristics.
.png)
Our user is a modern person who lives in an urban environment and follows upcoming trends, with a real interest in the art world.
05/
Test:
Moderated usability study
The first usability studies tested the digital prototype and user flow, focusing on capturing any major pain points along the user journey. Using the digital wireframes, I put together a low-fidelity prototype and conducted a moderated usability study with 5 participants.
First round insights

01
The photo/scan icon needs to be labelled, and the page needs to be self explanatory.

02
User are unable to recognise the save icon for the library option The listen button feature is not seen by user.
The high-fidelity prototype presented cleaner user flows for searching, sharing, and saving art info. It also included voice search, translation, and listening options, making the Art&Facts app adhere to accessibility considerations.
Final prototype
I wanted users to be able to avoid using the back button as much as possible and to always have clear indicators of where they were along the journey. The flow of the app and the fluidity between screens were carefully constructed, and overlays were utilized often for audio and 'more info' sections.
.png)
"I need someone to give more insights about the artist creative process, and Art&Fact is delivering it so easily!" David, 37 years old - Paris
%202%20(1).png)
Take away
Impacts
The app enhances the gallery experience by welcoming and informing users seeking art information. It aligns with visitors' experiences, eliminating reliance on wall labels or printouts, offering a simple and efficient way to save and share favorite art.
This case study taught me the practical importance of design thinking, especially the significance of continued user research at all stages of the design process.
What I learn
Designing the Art&Facts artist bio app showed me that initial ideas are just the beginning. Understanding the user requires interviews, empathy, and product testing. Usability studies and feedback presented exciting challenges to iterate upon at each stage.
