UX/UI case study of “AlphaArt”- Application to help Art Museum Visitors

In this article, I will discuss the UX Case study of a mobile application based on an imaginary Art Museum named “Alpha Art Museum”. This app aims to help the visitors of this Museum who want to explore more about the Artworks displayed there.

This project is a part of my Google certification, So I will be following the structure of Google’s course for outlining this UX case study.

Problem Statement

Goal

Project duration

Tools used

My Role

User Research: Summary

  1. To know if Art museum visitors are really interested in learning more about the Artworks they see there.
  2. What kind of information do they want to explore about those Artworks
  3. How do they get the information about them for now, and what are their major frustrations regarding it?
  4. What are the additional frustrations that they face regarding Art Museums?

User Research: Pain points

  1. About most of the Artworks displayed in museums they visit, there is minimum to no information on the Internet. The few sources on the internet that provide information about them provide completely different details about the same Artworks, and they get confused about whom to trust
  2. The information they want the most about Artwork includes basic details of Artworks, their History in concise as well as in brief form, Interesting facts about them, and detail about their Artists.
  3. Sometimes on the weekends, they find a great rush inside Art museums, so it gets very difficult to locate the artworks they want to see. This was a completely new pain point for me, which I never considered or thought about before.

Based on this Research, I decided to divide the users into two user groups. Following are the two personas that represent these user groups.

Persona: Justin

Persona: Elina

STARTING THE DESIGN

Paper Wireframes

Digital Wireframes

Low-fidelity Prototype

Usability Study

  1. Users wanted to reduce the navigation buttons on some of the screens, as they were making them confused to complete the task.
  2. Users wanted the artist list on the home screen as they find it a little difficult to spot which resulted in increased “time on task”.
  3. Users wanted a search option at the top of the artworks and artists list.

Based on these findings, I made modifications to the final mockups to make the design completely user-centered.

REFINING THE DESIGN

Final Mockups

High-Fidelity Prototype

https://www.figma.com/proto/4lqLTqzVd5EU2VqWYS9SFF/art-gallery-app?node-id=2%3A1121&scaling=scale-down&page-id=2%3A1120&starting-point-node-id=2%3A1121&show-proto-sidebar=1

Accessibility Considerations

  1. The UI consists of a neutral, two-toned black-and-white color scheme with the exception of Red, which is the museum’s identity color. This highest contrast ratio throughout the application’s interface allows people who have some kind of color blindness, to engage with the application easily.
  2. I kept navigation throughout the application very user familiar, by keeping in mind the users who are not so familiar with the technology. To achieve this I used recognizable iconography, intuitive gestures, and linear user flows.
  3. In settings, I included the options of changing font size and modes (Bright, Dark, and High Contrast), this will help people with weak eyesight and who are sensitive to bright lights.

GOING FORWARD

Next steps

  1. Conduct another round of usability testing with the high-fidelity prototype to confirm that the users’ pain points have been effectively addressed.
  2. Conduct additional user research to identify any new areas of need.

What I learned?

Thank you for your time reviewing my work!

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