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Goal

Museums and galleries are continually seeking to enhance the customer experience for art enthusiasts. User research has revealed that visitors often encounter difficulties in comprehending the artwork and accessing adequate support.

In response to this challenge, I conducted a modified one-person design sprint focusing on the Met Breuer Museum in New York City. Renowned for its unique approach to introducing diverse artworks to the neighborhood, the Met Breuer presents an opportunity to elevate the art viewing experience, particularly within the context of its captivating architecture.

About the project

GalleryPal is an art viewing app specifically designed for visitors to the Met Breuer, offering a diverse and non-traditional approach to engaging with the museum's esteemed collection. To enhance the artistic experience, GalleryPal features a Scan and Search tool for quick access to detailed information about each artwork. Additionally, the AR Hidden Arts function allows users to explore the art in innovative ways, revealing hidden layers and perspectives. Finally, the Architecture Tour elevates the visitor experience by providing an immersive exploration of the Met Breuer's architectural significance.

Gallerypal

Project process

Day 1

• Define the problem: Clearly articulate the specific problem you are addressing with your product.

• Craft a user journey map: Outline the end-to-end experience a user might have with your product, capturing their interactions, thoughts, and emotions throughout the process.

• Develop multiple user journey maps: Create several variations of the user journey map, exploring different scenarios and user personas.

• Select the most appropriate user journey map: Evaluate the various user journey maps and choose the one that best represents the core problem and user experience.

Conduct interviews and build persona

• Unlock art insights at your fingertips: Discover in-depth information about the art you're admiring, enhancing your understanding and appreciation.

• Immerse yourself in the art's depths: Unveil the hidden stories and meanings behind the art, enriching your connection with each masterpiece.

• Embark on a captivating museum adventure: Elevate your museum experience by embarking on a journey of discovery, guided by insightful information and captivating narratives.

User highlight

HMW statement

• How can we provide immediate and convenient support for visitors' inquiries?

• How can we empower solo visitors to independently explore and learn about the artworks?

• How can we encourage deeper engagement and interaction between visitors and the art?

• How can we simplify and clarify the explanations and descriptions of the artworks for visitors?

• How can we facilitate a comprehensive and immersive museum experience for all visitors?

Day 2

I have conceptualized the user flows for three key features: Scan and Search, AR Hidden Arts, and Architecture Tour, by creating detailed sketches that illustrate the user's journey through each experience.

Inspiration

Day 3

I have refined the user flow compared to the Day 1 Map, providing a more detailed and comprehensive representation of users' interactions with the app.

Desfine user flow

Envision users seamlessly interacting with art throughout the museum using AR technology. Scatter hidden interactive art elements throughout the museum to create an immersive and engaging experience. Allow users to delve deeper into the art by providing informative text and audio descriptions.

Create wireframe

Construct interactive prototypes to envision the AR museum experience and evaluate its effectiveness through user testing.

Prototype

Day 4

After 4 days of brainstorming and building the design screens and prototypes, I interviewed 3 participants and received positive feedback. 

Validation

Day 5

1. Improve the AR recognition: One participant initially struggled to locate the AR tool during the testing phase. This observation led me to conclude that combining Search and Scan, AR Hidden Arts on a single page could be overwhelming for some users. Separating these features into distinct pages might enhance their discoverability and ease of use.

2. Improve the tour's icon representation: During user testing, one participant encountered difficulty in locating the Tour icon. While I was initially surprised, I quickly recognized that individuals have varying interpretations of icon design. To address this issue, I will adopt a more universal language for iconography or incorporate supporting text labels to enhance recognizability.

Trial and error

Takeaway

The modified GV design sprint proved to be an invaluable learning experience, pushing me to accelerate my design process and make informed decisions with greater efficiency. Compared to my initial project, GroceryPal, I have witnessed significant progress in nearly every aspect of my design approach. The positive feedback from almost all participants, along with their successful completion of the assigned tasks, serves as a testament to the project's effectiveness.

GalleryPal, the Design Sprint exercise developed by Bitesize UX, presented a relatively straightforward challenge. However, I do regret the lack of time for more extensive research, which could have potentially yielded a more distinctive solution tailored specifically to the Met Breuer, the museum I chose for this exercise."

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