Virtual Tour App for an Art Gallery

UX Design | Mobile App
Virtual Tour App for an Art Gallery

Project Overview

Products Icon

The Product

The Gallery offers a modern way of displaying art by its virtual tour. Art enthusiasts can visit their favorite artists' exhibitions and explore immersive exhibits.

Duration Icon

Project Duration

August 2021 - November 2021

Problem Icon

The Problem

Busy art enthusiasts miss the opportunity to keep their hobbies.

Goal Icon

The Goal

Design a virtual app for an art gallery. Help art enthusiasts, artists and galleries stay connected anywhere and anytime.

My Role

My Role

UX designer. I led and designed a Virtual Tour App for an Art Gallery, from conception to delivery.

Responsibility Icon

Responsibilities

I Conducted interviews, paper and digital wireframing, and low and high-fidelity prototyping. I also conducted usability studies, accounted for accessibility, and iterated on designs.

Understanding The User

User Research Summary

I started with research. Then I conducted interviews and created empathy maps to understand the users. The empathy maps helped me find user pain points. The research identified a primary user group as individuals with busy schedules. This user group confirmed initial assumptions about the Gallery visitors. In addition, the study revealed financial difficulties, lack of information, and commute were other user problems.

User Research Pain Points

Time

Busy individuals don't have time to keep their hobbies.

Money

Busy individuals have financial concerns that come along their way.

Coordination

Coordinating a visit to an art gallery is challenging for busy adults with a child.

Quality

The quality of exhibits and arts doesn't meet an individual's expectations.

Persona: Amy

Virtual Tour App | Persona
Virtual Tour App | Persona

User Story

As a busy full-time mom of two kids and a Wife, I want to have worry less, activities so that I Enjoy the time with my family and keep some of my old hobbies.

Problem Statement

Amy is a mother of two children who need to keep their fun and stress-free hobby because she feels isolated, lonely, and away from her interests.

Persona: Amir

Virtual Tour App | Persona
Virtual Tour App | Persona

User Story

As a busy professional, I want to get information about new exhibits with flexible hours so that I engage with something that I admire other than work.

Problem Statement

Amir is a busy engineer who needs detailed information about their hobby because they want to have something engaging and fun other than work with flexible hours.

User Journey Map

I created user journey map for my personas. Amir's user journey map shows us how helpful it would be to create an app for a gallery that offers virtual tours.

Virtual Tour App | User Journey Map

Competitive Audit

An audit of a few competitors' products provided direction on gaps and opportunities to address with the Virtual Tour App.

Virtual Tour App | Competitive Audit
Virtual Tour App | Competitive Audit

Crazy 8s

I used the Crazy 8s method to develop ideas for addressing gaps identified in the competitive audit alongside the users' needs. My focus was explicitly finding a way to make the experience splendid based on the opportunities found after the competitive audit.

Virtual Tour App | Crazy 8s
Virtual Tour App | Crazy 8s

User Flow

The user flow demonstrates how users complete the task from the starting point. [This flow is for a user who already is a member and does not need to sign in or sign up]

Virtual Tour App | User Flow
Virtual Tour App | User Flow

Story Board

I created a storyboard that visually describes and explores users' experiences to help find potential solutions to users' pain points.

Virtual Tour App | Story Board
Virtual Tour App | Story Board

Starting The Design

Paper Wireframes

I drafted iterations of each screen on paper. Then, I ensured that the elements that made it to digital wireframes addressed user pain points. For example, I prioritized quick and easy access to artists' exhibits for the home screen.

Virtual Tour App | Paper Wireframe Sketches
Virtual Tour App | Paper Wireframe Sketches
Virtual Tour App | Paper Wireframes
Virtual Tour App | Paper Wireframes

Digital Wireframes

As the initial design phase continued, I ensured designs addressed users' needs. In addition, I implemented the feedback and findings from the user research.

Virtual Tour App | Digital Wireframe
Virtual Tour App | Digital Wireframe

Users access detailed information about artists, exhibitions, dates, and durations. Users are also able to share and mark the calendar.

Virtual Tour App | Digital Wireframe
Virtual Tour App | Digital Wireframe

Low-Fidelity Prototype

Using the completed set of digital wireframes, I created a low-fidelity prototype. The primary user flow I connected was visiting a favorite artist exhibition.

Virtual Tour App | Low-Fidelity Prototype
Virtual Tour App | Low-Fidelity Prototype

Usability Study Findings

I conducted two rounds of usability studies. Findings from the first study helped guide the designs from wireframes to mockups. For the second study, I used a high-fidelity prototype. The study revealed what aspects of the mockups needed refining.

- Round One Findings

1. Users need clear, designated icons and CTAs.

2. Users need front and center CTAs without extra steps.

3. Users need familiar visual elements to help them understand the functionality.

- Round Two Findings

1. Users need to see straightforward naming, titles, and copy.

2. Users need a cue after they finish the main user-flow.

Virtual Tour App | Before After Usability Study
Virtual Tour App | Before After Usability Study

Affinity Map

After the usability study, I created an affinity map to gather all my notes and observation into groups.

Virtual Tour App | Affinity Map
Virtual Tour App | Affinity Map

Right after I modified the layout of the early designs based on the findings and user’s feedback.

Virtual Tour App | Before After Usability Study
Virtual Tour App | Before After Usability Study

Refining The Design

Mockups

I revised the design a few times and explored different options for a better experience. However, I kept the iterations minimalistic and straightforward without compromising the app's users' experience.

Virtual Tour App | Mockups
Virtual Tour App | Mockups

High-Fidelity Prototype

I implemented the insights from the second usability study and made some changes. As a result, the final high-fidelity prototype presented cleaner user flows. It also meets user needs and expectations.

View Virtual Tour App High-Fidelity Prototype

Virtual Tour App | High-Fidelity Prototype
Virtual Tour App | High-Fidelity Prototype
Virtual Tour App | Mockups
Virtual Tour App | Mockups
Virtual Tour App | Mockups
Virtual Tour App | Mockups

Accessibility Considerations

1. I provided alt-text for vision-impaired users who use screen readers.

2. I used icons to help make navigation easier.

3. I made sure colors and contrasts meet WCAG guidelines.

Responsive Design

| Not applicable for this project |

Going Forward

Takeaways

Impact

The app's main feature makes it possible for users to enjoy what they love at any time. A quote from one of our users;

"The experience was intuitive. The minimalistic look and feel made it easy for me to complete these tasks. I see myself using this app!"

What I Learned

I learned the importance of inclusivity and accessibility in design. Each usability study and user’s valuable feedback influenced iterations of the designs.

Next Steps

1. Conduct a usability study after launch to confirm whether we addressed the users' pain points.

2. Conduct more user research to determine any new areas of need.

3. Design an interface for users with Virtual Reality devices.

Sticker Sheet

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Understanding The Users
Starting The Desing
Refining The Design
Responsive Design
Going Forward