Overview

I completed this project using a modified Google Ventures Design Sprint process. I followed a similar structure to the original but was provided with a project brief and research findings at the onset. In addition, I didn’t have the luxury of collaborating with a team so I worked through this sprint solo.

The Problem

Patrons often leave museums and galleries unfulfilled and dissatisfied with their art-viewing experience. They dislike the pace of guided tours and find it hard to acquire brief and relevant information associated with the art they’ve viewed.

Goals

Research

The research that was provided included user insights, a 15-minute interview with a museum tour guide, and a persona that was created based on those findings.

Takeaways

User Map

Reviewing the research allowed me to gain insight and establish a better understanding of the problem. From there I started to brainstorm solutions by mapping out the steps my user would take to achieve their goal. After fleshing out multiple ideas I arrived at a scenario that was the best solution.

Lightning Demos

Now that I had outlined the steps needed to solve the user’s problem I analyzed existing apps to draw inspiration for implementing a viable solution. I looked at museum and art-related apps as well as ones that provided interactions that might help the user solve their problem.

ART COLLECTION APP

Establishes clear hierarchy for relevant info. Artwork takes up the most real estate.

SAATCHI ART

Buttons to favorite artwork or follow an artist. Scroll bar beneath the artwork displays different views of the piece.

ARTSY

Clicking on the artist’s name brings the user to a page displaying bio, additional works and current/upcoming shows.

SPOTIFY

A play bar gives the user a quick overview of the track currently playing and includes a button to quickly start or stop.

SMARTIFY

“Scanning...” informs the user that the program is processing. Brackets shows the user where to orient the camera.

DOOR DASH

Structure and hierarchy of cards allows the user to quickly scan numerous items and obtain an overview of the details.

ART COLLECTION APP

Establishes clear hierarchy for relevant info. Artwork takes up the most real estate.

SAATCHI ART

Buttons to favorite artwork or follow an artist. Scroll bar beneath the artwork displays different views of the piece.

ARTSY

Clicking on the artist’s name brings the user to a page displaying bio, additional works and current/upcoming shows.

SPOTIFY

A play bar gives the user a quick overview of the track currently playing and includes a button to quickly start or stop.

SMARTIFY

“Scanning...” informs the user that the program is processing. Brackets shows the user where to orient the camera.

DOOR DASH

Structure and hierarchy of cards allows the user to quickly scan numerous items and obtain an overview of the details.

Critical Screens

From the inspiration, I proceeded to quickly sketch a variety of screens that depicted the most critical part of the user’s flow. I narrowed these sketches to one screen and developed a three panel storyboard to help visualize the user’s interaction within the interface.

The Solution

Due to the limited amount of time I quickly created wireframes to work through the user flow. My sketches and storyboard helped guide this process and allowed me to work more efficiently.

1. scan artwork

The “Scan Artwork” screen is displayed upon opening the app so the user can quickly capture the artwork and get info.

2. scanning

Once the user presses the “Start Scan” button a screen appears displaying the camera view. Scanning is in progress while the user centers the artwork within the frame.

3. artwork found

The app searches its database to find a match with the artwork displayed in frame. Once found the app notifies the user there’s been a match.

4. artwork DETAIL

The user is redirected to a page with information on the artwork including audio tracks to learn more about specific topics pertaining to the piece.

5. artIST PROFILE

The user can view additional information on the artist by pressing the link attached to the artist’s name.

6. pRESS PLAY

The large play button is the user's call to action. Once pressed the audio guide begins and a play bar is displayed at the bottom of the screen.

7. PLAY OPTIONS

When the user presses the play bar the information expands fullscreen displaying additional options as well as a tab to view a transcript of the audio.

8. TRANSCRIPT

The user can access the transcript by pressing on the tab or dragging upward. It scrolls along with the audio but can also be read at the user’s pace by pressing on the text.

1. scan artwork

The “Scan Artwork” screen is displayed upon opening the app so the user can quickly capture the artwork and get info.

2. scanning

Once the user presses the “Start Scan” button a screen appears displaying the camera view. Scanning is in progress while the user centers the artwork within the frame.

3. artwork found

The app searches its database to find a match with the artwork displayed in frame. Once found the app notifies the user there’s been a match.

4. artwork DETAIL

The user is redirected to a page with information on the artwork including audio tracks to learn more about specific topics pertaining to the piece.

5. artIST PROFILE

The user can view additional information on the artist by pressing the link attached to the artist’s name.

6. PRESS PLAY

The large play button is the user’s call to action. Once pressed the audio guide begins and a play bar is displayed at the bottom of the screen.

7. PLAY OPTIONS

When the user presses the play bar the information expands fullscreen displaying additional options as well as a tab to view a transcript of the audio.

8. TRANSCRIPT

The user can access the transcript by pressing on the tab or dragging upward. It scrolls along with the audio but can also be read at the user’s pace by pressing on the text.

Prototype

I used this stage of the process to finalize details with the interface and convert my high fidelity screens into a working prototype that would be ready for testing.

Test & Iterate

On the last day of the sprint I conduct usability tests. I recruited participants earlier in the week and was able to find five people that shared similar sentiment with my user persona. I wanted to see what usability issues arose and how the overall experience could be improved. After completing the tests I had additional time and implemented changes based on the feedback I had received.

BEFORE

AFTER

INCREASE CLARITY

Edited copy to increase clarity and understanding.

BEFORE

AFTER

SHOW CONNECTION

Added a headphone icon to illustrate the connection between the button and audio.

BEFORE

AFTER

Match mental models

Changed layout, structure and added additional information to match user’s mental model and increase comprehension.

BEFORE

AFTER

enable exploration

Added a button to allow users to browse through the rest of the artist’s oeuvre.

BEFORE

AFTER

Match mental models

Changed layout, structure and added additional information to match user’s mental model and increase comprehension.

BEFORE

AFTER

INCREASE CLARITY

Edited copy to increase clarity and understanding.

BEFORE

AFTER

SHOW CONNECTION

Added a headphone icon to illustrate the connection between the button and audio.

BEFORE

AFTER

enable exploration

Added a button to allow users to browse through the rest of the artist’s oeuvre.

Reflection &
Lessons Learned

This was the first time I had completed a design sprint and I learned a lot throughout the process. It was exciting to see how effectively I could apply my knowledge on design and use the tools I had learned over the last couple months within a limited time frame.