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CASE STUDY

ART-Y!

A Self Curated Museum Tour App

ARTy the Art Guide: Video

THE DESIGN PROCESS

INTRODUCTION

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ART-Y

CASE STUDY

An App to Self- Curate Museum Tours

PRODUCT: ART-Y

DURATION: 3 months



Art-y is an app for solo travelers, that want to maintain their independence and curate their own museum tours

During this process I did interviews, created user personas, empathy maps, and user pathways. I did a competitive audit of exiting apps/ museum tours. I then created sketches, paper and digital wireframes, and low fidelity prototypes. I then conducted usability studies, and made adjustments, both functional and design wise. I then made high fidelity prototypes and conducted more usability tests. I then made final recommendations. Below is a more in depth look at my process.

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Product:

ART-Y!

ART-Y is an app to self curate museum tours.

THE PROBLEM: Solo travelers would like a way to have a personalized museum experience, while also maintaining their independence

THE GOAL: To create a fun easy to use app that allows them to purchase tickets online and offers them a chance to be part of a robust online community

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My Role & Responsibilities

Designer

MY ROLE: UX Designer ( Self Directed )

MY RESPONSIBILITIES: To create an app based on research that would fulfill the brief, conduct all the user research, to test, to create wireframes and low fidelity prototypes, to conduct usability studies and update the design based on results. Then to create high -fidelity prototypes, do final testing and give my recommendations.

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 RESEARCH


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User Research

Synopsis

During this part of the design process, I conducted in person interviews, conducted a competitive audit of related industry offerings, created user personas, problem statements and user journey maps

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User Research

In Person Interviews

I conducted in person interviews with participants of all ages, to find out how they travel (solo or with a friend/ tour group); when they travel, do they visit museums, and what they would love to see in a museum app.

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Personas

PERSONA GROUP 1: Older Travelers

Persona Group 1 consisted of older travelers who love to visit museums, who want a simpler way to purchase tickets, a more personalized curated museum experience, and the option of booking a self guided tour (either through the museum or with a local guide). Frustrations included difficulties navigating ticketing sites, and inability to use their own equipment at the museum

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Personas

PERSONA GROUP 2: Millenial Travelers

The second persona group consisted of Millenial travelers, who wanted more independence when traveling (and visiting museums), they would love to have a personalized experience  ( a museum experience curated just for them) with the ability to interact with experts or locals.

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Journey Map

A Breakdown of the User Journey

I mapped out the journey of a user from installing the app, to starting a tour through the museum, and identified possible problems, challenges and pain points

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Pain Points

Clarity and Overwhelm

The first two pain points that came up were:

  • Users frustration of using unfamiliar technology

  • Being easily overwhelmed by the task at hand.

In my competitive audit one of the most consistent design mistakes I saw on museum websites and apps was that it was difficult to find information and to navigate through the app. This was especially noticeable with ticketing and tour information. I decided to focus on making the app design clear and simple, (for the initial prototype) and then build more features in, in subsequent prototypes

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Pain Points

Frustration and Connection

These last two pain points were:

  • Becoming frustrated by logistical information being difficult to find 

  • Wanting to find a way to counter the loneliness of travel and connect with the local art community and other museum enthusiasts.

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THE DESIGN

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The Design Process

Synopsis

In the first part of the design  process for this app I made paper wireframes, digital wireframes, low fidelity prototypes and conducted usability studies

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Paper Wireframes

I created a series of very simple basic paper wireframes for the tour booking part of the app

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 Digital Wireframe

I then elaborated on the design and turned the paper wireframes into digital ones using Figma. This early prototype included a community function and a very simplified checkout procedure

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 Digital Wireframe

I also made sure that the checkout buttons were very large to make it easier for older users to use.

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LOW FIDELITY PROTOTYPE

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Low Fidelity Prototype

I then turned the wireframes into a low fidelity prototype with multiple user pathways (one for purchasing and one for community/ profile). The main user path is below.

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MAIN USER FLOW

Low Fidelity Prototype

Watch the video below for the main user flow for the Low-Fidelity Prototype, or click on the link to experience it in Figma

(Note: if viewing this Figma link on a mobile device, the prototype was sized to fit an iPhone 13 Pro Max)

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USABILITY STUDIES

I conducted two rounds of usability studies, Round 1 was unmoderated and Round 2 was moderated

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Usability Studies

Round1: Unmoderated

I conducted unmoderated usability studies to test whether the user flow was clear and easy to navigate, to get feedback on the process of finding and booking tours, and to test the desirability of the community function.

ROUND 1: FINDINGS:

  • The user path was very unclear from the payment page, and a high percentage of users dropped off

  • The exhibit scheduling/ booking was incomplete- a more detailed calendar was requested to make booking easier

  • The community function was of no interest

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Usability Study

Round 2: Moderated

This round of studies, incorporated the feedback from the first studies

UPDATES FOR ROUND 2:

  • The full user path was very clear through to payment

  • The calendar and the booking function were clarified 

  • The community function was of more interest to users

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Incorporating Results into the Design

Mockups, High Fidelity Prototypes and Accessibility

In this part of the process I incorporated the response from the studies into the design, I made several different versions of mockups ( the final design is what is shown) & high fidelity prototypes and adjusted for accessibility

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Usability Study

Payment Page

The Credit Card page was redesigned to be more open, detailed and clear. It has multiple options for leaving the page and cancelling the order. These additions were in response to the study feedback that the ordering path needed to be clearer. Also the feedback that some users might want to try out the site as guests and not necessarily have card information stored on the app

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Usability Study

Confirm Your Order Page

This is the redesigned confirmation page, it is streamlined and clearer in just black and white. The "Edit Order" button is a darker color and separated from the "Buy Tickets" button, which incorporates feedback around clarity from the usability studies

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MOCKUPS

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Mockup

Mockup of Design

These are mockups of the high fidelity screens, featuring photos and a clear streamlined layout

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Mockups

Mockups II

These are mockups of the signup, login, profile and start pages, streamlined to one task a page

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Mockup

Mockups III

These are the confirmation, removal from cart, and purchasing screens, redesigned based on feedback from the usability studies

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Mockup

Mockups IV

Close up on the buttons and navigation, the pages are designed to be easy to read and navigate based on the usability studies feedback

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ACCESSIBILITY

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Accessible Design

#1 Navigation

Each screen had multiple ways to navigate and exit screens clearly marked, making it easy to navigate through the app

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 Accessible Design  

#2 Animation

The second accessibility consideration was making sure that page animations were between the industry standard of 150-500ms

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 Accessible Design 

#3 Contrast

Using high contrast colors like black and white to make the buttons easy to read

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HIGH FIDELITY PROTOTYPE

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High Fidelity Prototype

Prototype that incorporated feedback from the usability studies

Prototype had multiple user pathways and did not include a community option in this iteration

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MAIN USER FLOW

High Fidelity Prototype

Watch the video below for the main user flow for the High-Fidelity Prototype, or click on the link to experience it in Figma

(Note: if viewing this Figma link on a mobile device, the prototype was sized to fit an iPhone 13 Pro Max)

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ARTy the Art Guide: Video

CONCLUSIONS

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Takeaways

Final Conclusions

Results and next steps from the final round of moderated user testing

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Personalization

Additions and Modifications

One of the next additions would be adding a language and map function to make the app experience tailored specifically for each user

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Testing

Additional Research

Trying the app out in the real world, with actual users, museum- goers and tourists

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Community

Tours and Meetups

There was a lot of enthusiasm for a community portion of the app with self guided tours from members of the community and places for art- loving travelers to meet

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Thank You!

Click below to continue on to the CASE STUDY for OnRepeat or to continue onto my resume

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