The document describes the development of a virtual art gallery tour app. Key points:
1) The app aims to make art and galleries more accessible for busy or distant art lovers.
2) User research found main frustrations were lack of time, distance from galleries, and cost of visiting.
3) Prototypes and mockups were created and tested, with feedback leading to improvements like a back button on artist profiles.
4) An accessible high-fidelity prototype was created, considering factors like color contrast and screen reader support.
Case Study - Design an Art History App for an Art Gallery.pptxChan Jia Jun
To showcase the art history app design, I created a comprehensive case study that includes all design process stages from user persona to high-fidelity prototypes using Figma. I also added brief descriptions of each step along with visuals to make it easy to follow.
The case study will be available on my personal website and social media accounts, where I share my design projects and experiences.
Art Bio is an innovative application that makes it easy to create short artist bios for art galleries and artists themselves. With this intuitive tool, they can create professional and attractive bios in just a few minutes and distribute them on various platforms, such as exhibition catalogs, websites, or social networks.
Google UX Design Course - Portfolio Project 1 - App Design for a Fictional St...AnandGopalakrishnan8
This is my First Portfolio Project that I made as a part of the Google UX Design Course. I worked on this project from July to November 2022. It is a design for an e-commerce app for a fictional shop selling sports equipment/clothing.
Case Study - Design an Art History App for an Art Gallery.pptxChan Jia Jun
To showcase the art history app design, I created a comprehensive case study that includes all design process stages from user persona to high-fidelity prototypes using Figma. I also added brief descriptions of each step along with visuals to make it easy to follow.
The case study will be available on my personal website and social media accounts, where I share my design projects and experiences.
Art Bio is an innovative application that makes it easy to create short artist bios for art galleries and artists themselves. With this intuitive tool, they can create professional and attractive bios in just a few minutes and distribute them on various platforms, such as exhibition catalogs, websites, or social networks.
Google UX Design Course - Portfolio Project 1 - App Design for a Fictional St...AnandGopalakrishnan8
This is my First Portfolio Project that I made as a part of the Google UX Design Course. I worked on this project from July to November 2022. It is a design for an e-commerce app for a fictional shop selling sports equipment/clothing.
From design specs to user stories (ProductCamp Boston 2016)ProductCamp Boston
More and more agile teams began to value good design, to the extend to actually hire in-house designers to be part of the team. However there is often an unspoken tension between the product manager and the designer: who get to define the user experience? An agile product manager is thinking in terms of user stories, which doesn't always align with the design specs. Vice versa. It eventually boils down to: How can design practices become an integral part of an agile team? Between PM and Design, there may be many disagreements on features and priority. But let's start with a common ground: solving the user pain. Eventually I stopped writing design specs, but to help the PM write better user stories. In this session I'd like to share practical lessons on Design/PM collaboration to bring the best out of both.
About Shanfan Huang
Drawing. Coding. Learning. Making. Exploring. Dancing. bio from Twitter
Shanfan Huang is a product designer at Pivotal Labs, an agile development consultancy that helps the clients transform their way of building software. She aspires to bring Lean UX practice into agile development teams.
GetHelp UI Interface and Interaction Design Case StudySu Yuen Chin
This is a case study I wrote as a handout to accompany a presentation I gave about User Interface and Interaction Design. The presentation slides are at http://www.slideshare.net/suyuen/get-help-ui-and-interaction-design-presentation
Designing user experience (ux) for digital productsVijay Morampudi
User experience design isn’t just moving pixels; it’s much bigger than solely the user interface (UI). You should start considering the entire customer experience: the full life-cycle of your customer’s experience across every channel, digital and non-digital. Evaluate every touch point, and redesign each one as necessary to meet your customer’s needs. The theme of this talk is how to define User Experience (UX) for digital products
Key takeaways
• Applying Design Thinking to UX
• From touch points to end-to-end experiences
• User research and Analytics to identify Personas and pain points
• Journey mapping
• Wireframing from lo-fi to hi-fi
• Usability and A/B testing
The quality of a User Experience can be measured by using "time" as a measurable dimension. Spikes in an "expedited" task/time analysis can place the spotlight of problems areas in UI, general cognition and usability.
From design specs to user stories (ProductCamp Boston 2016)ProductCamp Boston
More and more agile teams began to value good design, to the extend to actually hire in-house designers to be part of the team. However there is often an unspoken tension between the product manager and the designer: who get to define the user experience? An agile product manager is thinking in terms of user stories, which doesn't always align with the design specs. Vice versa. It eventually boils down to: How can design practices become an integral part of an agile team? Between PM and Design, there may be many disagreements on features and priority. But let's start with a common ground: solving the user pain. Eventually I stopped writing design specs, but to help the PM write better user stories. In this session I'd like to share practical lessons on Design/PM collaboration to bring the best out of both.
About Shanfan Huang
Drawing. Coding. Learning. Making. Exploring. Dancing. bio from Twitter
Shanfan Huang is a product designer at Pivotal Labs, an agile development consultancy that helps the clients transform their way of building software. She aspires to bring Lean UX practice into agile development teams.
GetHelp UI Interface and Interaction Design Case StudySu Yuen Chin
This is a case study I wrote as a handout to accompany a presentation I gave about User Interface and Interaction Design. The presentation slides are at http://www.slideshare.net/suyuen/get-help-ui-and-interaction-design-presentation
Designing user experience (ux) for digital productsVijay Morampudi
User experience design isn’t just moving pixels; it’s much bigger than solely the user interface (UI). You should start considering the entire customer experience: the full life-cycle of your customer’s experience across every channel, digital and non-digital. Evaluate every touch point, and redesign each one as necessary to meet your customer’s needs. The theme of this talk is how to define User Experience (UX) for digital products
Key takeaways
• Applying Design Thinking to UX
• From touch points to end-to-end experiences
• User research and Analytics to identify Personas and pain points
• Journey mapping
• Wireframing from lo-fi to hi-fi
• Usability and A/B testing
The quality of a User Experience can be measured by using "time" as a measurable dimension. Spikes in an "expedited" task/time analysis can place the spotlight of problems areas in UI, general cognition and usability.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
Visual Style and Aesthetics: Basics of Visual Design
Visual Design for Enterprise Applications
Range of Visual Styles.
Mobile Interfaces:
Challenges and Opportunities of Mobile Design
Approach to Mobile Design
Patterns
2. The product:
DADA is a virtual art gallery tour app intended to make
art and art galleries more easily accessible at home or
on the go. This app is targeted towards art lovers who
lead busy lives or otherwise lack access to art galleries.
Project overview
Project duration:
Project was worked on between October 2022
and March 2023
Preview of selected
polished designs.
3. The problem:
The problem is Art accessibility. Despite many,
many people being art lovers, sometimes it’s
inaccessible. This may be due to scheduling,
distance or any other issues that present
themselves, How to we make art and art
galleries accessible to those at home?
Project overview
The goal:
The goal of this project is to bring art and art
galleries home to the user. Are they too far
away? Can they not afford a trip to the art
gallery? No problem. The project will solve
these problems..
4. My role:
lead UX designer/UX researcher
Project overview
Responsibilities:
user research, wireframing, prototyping
6. User research: summary
I conducted user Interviews to better understand the users frustrations that they are experiencing,
as well as the user expectations the users have with my app,
I used the results of the interviews to build User groups. The leading user group discovered were
Adults with busy schedules and less than ideal hours of work. These users want to make use of
their free time to relax and reconnect with activities they love.
This user group research revealed that the main frustrations felt were lack of time, due to working
hours or other responsibilities as well as distance as that is very well a large pain point that would
keep the user from attending a gallery. Even if they did have free time. With this cost is also a
factor.
7. User research: pain points
Time
The first pain point
expressed. Our user
group feels that they do
not have sufficient time
in their busy schedules
to go view a gallery.
Accessibility
This was our second
pain point discovered. It
is expressed that
distance plays a heavy
factor in avoiding
galleries, this falls in line
with users that live away
from the city.
Financial
This last pain point
discovered is with cost.
For users that are able
to make the time,
factoring cost of taking a
trip to the gallery, food,
parking, and general
spending. This can be
considered a significant
pain point.
1 2 3
8. Persona: John Apples
Problem statement:
John Apples is an
established restaurant
professional. He needs a
Virtual Gallery Tour App
because art is his other
love. However, life is
getting expensive and he
would love a way to
connect with this love
while also saving money.
9. User journey map
Image of user
journey map
This one took a couple of
tries, because I really had to
think about all the
important steps I felt I had
to take If I were John
Apples.
10. ● Paper wireframes
● Digital wireframes
● Low-fidelity prototype
● Usability studies
Starting
the design
11. Paper wireframes
Goal here was to create a
homepage for the app. The
home page should have a
little bit of everything and
that's what I had try to
convey with my paper
wireframes. I had an idea of
where I wanted to go in the
first frames but it changed
quite a bit during the
refined version.
Image of paper
wireframes including
five different
versions of the same
screen and one
image of the new,
refined version
12. Digital wireframes
This page is the Art Gallery
page. One of many a user
can view. It looked best for
the user to have the top
section be artworks that are
“trending” or “hot ” for the
gallery. Lower down is an
artist scroller where users
can scroll to the side to
view Artists work that have
been presented at that
gallery.
Here I had a
painting
carousel thats
meant to be
rotated. Tap on
one and
painting
expands and
shows info and
gallery
information.
Insert first wireframe
example that
demonstrates design
thinking aligned with
user research Here the
thought is that
the user
already knows
the artist. They
want to follow
them. Here is
their profile to
tour their work
or to see what
socials theyre
active on.
13. Digital wireframes
Here we have the main
page of the app. What
research indicated was; to
have a little bit of
everything on the
homepage. More of the hot
or trending items, news as
well. From there the user
can explore more and
navigate as they choose.
This element is
pretty much
the same as
the artwork
carousel from
the Gallery
page - this one
is on the main
page; It
features the
title and
description of
the work with
options to
favorite, share,
and comment.
Insert second
wireframe example that
demonstrates design
thinking aligned with
user research This is the
backbone of
the app, the
drawer. Stays
consistently
overlaid on
most pages for
easier
navigating.
14. Low-fidelity prototype
Screenshot of
prototype with
connections or
prototype GIF
https://www.figma.com/proto/xuUXpSExAk4Y
icTPhqsGO6/ART-GALLERY-TOUR-
APP?node-id=5%3A12&scaling=scale-
down&page-id=0%3A1&starting-point-node-
id=5%3A12&show-proto-sidebar=1
So the user flow for this
prototype is that the user must
find a gallery, view an artists
profile, and finally view an art
gallery tour with the options
being “Interactive” or “Non-
interactive”
15. Usability study: findings
For the Low Fidelity usability study, the goal I wanted to focus on the most was navigation. To
make sure the users were comfortable navigating the app overall.
Round 1 findings
1
2
Round 2 findings
3
All user had difficulty exiting an artists
profile
1
Most users found navigation difficult
2
Some users found the bunker bar a
3
17. Mockups
This was a big one during
the usability study that I
added to the High fidelity
mockups. The Hamburger
menu was non-functional
and users wanted another
alternative way to move
between screens. So I
added a basic menu with
the same title font for each
page.
Image of
selected
screen before
usability study
Before usability study After usability study
Image of
selected
screen after
usability study
18. Mockups
This was another bigger change
that was added after the study. In
the prototype there was no way
to back out of the Artists Profile
menu in the event the user chose
an artist they didn’t want they’d
have the option to go back and
choose another. My fix for this
was a “Nevermind” button and
tap the blurry areas to exit.
Before usability study After usability study
Image of
selected
screen before
usability study
Image of
selected
screen after
usability study
23. Accessibility considerations
Insert one to two
sentence summaries
describing each
accessibility consideration
applied in your designs.
Insert one to two
sentence summaries
describing each
accessibility consideration
applied in your designs.
Insert one to two
sentence summaries
describing each
accessibility consideration
applied in your designs.
1 2 3
25. Takeaways
Impact:
"The layout is good and I like the overall
feel of the design!”
What I learned:
There was much i learned throughout this first
project. From the overall process, wireframing,
low fidelity and high fidelity mockups. The
whole process was exciting to learn about.
26. Next steps
First thing I believe I
would tackle would to
have a light and dark
mode. These both would
be high contrast and be
able to be switched based
off the users preferences.
I would also work on is
another color palette.
Updating this as one of
the next steps would
possibly give the app a
better feel and possibly
have a higher contrast.
A possible direction here
would be to update the
apps layout.
This is the least important
but this would give a
possibility to create a
more eye-catching layout
to each page.
1 2 3
27. Let’s connect!
Insert a brief sentence or two about contacting you and/or reviewing more of your work.
Provide your contact information here. This might include your email address, phone number, and
website or link to other professional platforms.