methodology
Google Ventures Design Sprint Methodology
This case study presents a practical application of the Google Ventures Sprint method—an acclaimed design framework designed to rapidly iterate and validate ideas.
The aim of this case study is to demonstrate how one can leverage this method to streamline the user experience of a cutting-edge mobile application.
By following the structured sprint process, I was able to tackle complex design challenges, gather valuable user feedback, and make informed design decisions that ultimately transformed the app's usability and appeal. Below is a daily journal of this project.
Sprint Day 1 - Monday
Undestanding the Problem
Museums and Galleries are trying to increase guest customer satisfaction when it comes to viewing art. They have called upon Gallery pal to design a way to improve the user's experience on a mobile platform. Working as a solo UX designer, I ran a 5 day design sprint to come up with possible solutions to their problem. Museums and galleries are trying to improve customer satisfaction when viewing art which could include paintings, sculptures or installations.
Design Constraints
The primary focus is to improve the in-person viewing experience. How can you improve how guests experience art while they are looking at the piece in real life
The solution should be designed for mobile devices since this is what users commonly use at the musuem. A mobile app or mobile-optimized website app.
USER RESEARCH
Highlights from User Interveiws
Below is the feedback from multiple users as provided in the project brief:
"Tell us about a recent time you visited an art museum or gallery?"
"I often wonder - what would the artist tell me about this piece if they had a minute to talk to me? How cool would that be?!?"
- Liza
"I may do a little research before my visit but I always find a work of art that catches my eye that I didn't read about beforehand"
- Claire
"There are so many times I find myself saying how did the artist do that? - I would love to know more about their process and technique"
- Dana
"Sometimes I'll do a quick Google search for a painting while on my phone while at the museum.. but I usually just find long articles that are super overwhelming"
- Nick
"I like to form my own opinion about art but it can be hard to do that when I dont really know anything about the artist, or what their intentions were in creating the work"
- Jane
"I enjoy looking at art, but sometimes feel like I'm missing out on the full experience by not knowing any background or context."
- Anna
"I dont really enjoy group tours becuase I like to do my own thing... but sometimes I listen in to learn a few facts about the artist, or the piece itself."
- Alex
Synthesis
Persona
Meet Angela
She is a 23 year old Junior Art Director from New York City. Since moving to the city a year ago she's has been trying to visit the museums every few months. She just goest and browses whatever work is being showcased.
She enjoys her visits but feels like if she knew a little more she could have a better experience.
Image of Junior Art Director - Angela
She has tried to read some books and articles on the art she's seen but loses interest due to how long and in-depth they are. Her goal is to get quick information while looking at the art that will give her a better appreciation for it; and make her feel like she is making the most out of her visits.
" I enjoy going to the museum but I often leave feeling like I didn't appreciate the art to its full potential. I dont need to know everything,
I just dont want to feel like I was missing out on something"
Expert Interview
The main take way from an expert interview with an art tour guide from the Museum of Natural History in New York City was that average museum goer wants to understand the artist intent and get small bits of information that helps them to form their own opinion about the art that they viewed on the visit.
Iterating
The research provided suggests that there exists two types of typical museum attendants.
Some are very knowledgeable and others are beginners with very little art knowledge.
I hypothesize that designing a product that would be able to allow the user to customize their art understanding level will be beneficial to the user.
The user's primary goal can be captured in this quote:
“I want to appreciate art to its full potential and leave the museum feeling like I learned something"
Synthesized user goal based on museum goer testimonials
The user, is a curious art history novice exploring the realm of art museums. With the aid of an app, specifically designed to enhance their experience - an augmented reality museum companion, known as the "Gallery Pal," springs to life when the app recognizes a painting. This companion appears through the user's device and eagerly imparts captivating auditory insights about the artwork.
The content presented by the Gallery Pal is carefully curated to cater to individuals who relish the joy of sharing intriguing anecdotes with their friends following their museum visit. Each interaction with the app promises to unveil an interesting fact or story associated with the artwork, ensuring that the user's experience is not only educational but also filled with exciting nuggets of knowledge. By engaging with the app, the user becomes equipped with engaging conversation starters and fascinating details that will undoubtedly spark conversations and leave a lasting impression on their companions.
Whiteboarding: Idea 1 "Interesting Facts with Gallery Pal"
The user is an art museum aficionado, equipped with a wealth of knowledge and expertise. Their primary objective is to acquire comprehensive, expert-level insights about the painting they are currently observing. To enhance their experience, a captivating video animation accompanied by enlightening audio spontaneously appears as soon as the user sets their gaze upon the artwork. This multimedia presentation delves into various critical aspects, including the artist's identity and the era in which the masterpiece was created, the distinctive techniques and styles employed, and the broader context and historical background that influenced its genesis.
Upon the conclusion of the tour, the viewer is granted an opportunity for contemplation, allowing them to engage in a well-informed reflection upon the artwork. Moreover, at the end of their visit, the user has the option to receive a concise summary of their exploration, which serves as a memento of their enriching experience. Should the user desire to delve deeper into the artist's oeuvre, they can easily access additional resources and information about the artist as they exit the museum.
Whiteboarding: Idea 2 "Deep Reflections"
The user is empowered to tailor their art exploration experience from the very beginning, with the ability to select their preferred knowledge level and set personalized preferences. The ultimate aim is to provide them with a valuable tool that enhances their individual viewing of a particular work of art, catering to their unique interests and needs.
Upon scanning a QR code or using their camera to capture a painting, a captivating world unfurls on their phone screen, adorned with intriguing augmented reality filters. These filters intelligently highlight notable spots within the artwork, inviting the user to delve deeper into specific points of interest. By selecting these spots, the user gains access to a wealth of additional information, allowing them to satiate their curiosity and obtain a comprehensive understanding of the artwork's intricacies.
This personalized approach ensures that each user can fully engage with the painting according to their preferences, granting them the freedom to explore the aspects that captivate them the most. Whether it be unraveling the historical context, deciphering the techniques employed, or uncovering the artist's inspiration, this interactive tool serves as a reliable companion, enriching the user's art viewing experience and fostering a deeper appreciation for the masterpiece at hand.
Whiteboarding: Idea 3 "Points of Interest"