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Onroot

A web platform for sharing travel experiences that enables users to both offer and receive recommendations from locals and experienced travelers.

Ongoing, 1 year

Project Duration:

Product Manager / Designer

Project Role(s):

Onroot

A web platform for sharing travel experiences that enables users to both offer and receive recommendations from locals and experienced travelers.

Project Duration:

Ongoing, 1 year to date

Project Role(s):

Product Manager / Designer

Tivity

A productivity application designed specifically for architectural designers, focusing on efficient task management across various design phases for multiple projects running simultaneously.

Project Duration:

Four weeks

Project Role(s):

UX/UI Designer, User Researcher

Go Gallery

A mobile application that uses audio to provide users with information about art and artifacts in museums or galleries, allowing them to learn at their own pace and discretion.

Project Duration:

Four weeks

Project Role(s):

UX/UI Designer, User Researcher

Go Gallery

A mobile application that uses audio to provide users with information about art and artifacts in museums or galleries, allowing them to learn at their own pace and discretion.

Duration:

Four weeks

Role(s):

UX/UI Designer, User Researcher

The Problem

For art and museum enthusiasts, hiring a private tour guide can be expensive or may not fit their schedule. As they stroll through the halls, they might wish to learn more about the displayed works but are restricted to brief summary descriptions. Moreover, booking a tour may provide information that don’t pique their interest. By using a mobile application alongside their gallery visit, users regain control and can learn at their own speed.

Visit. 

Eager to learn more.

Scan QR code. Download app. Locate display.

Listen & learn. Leave with enjoyable experience.

Design Process

Research

Understand

Iterate

Test

Competitive Audit

Three mobile applications were studied to identify the essential features for Go Gallery’s minimum viable product. The research revealed certain design trends related to search functionality, including maps and keywords, to discover audio tours efficiently. Furthermore, each of these applications had distinctive features that served as inspiration for Go Gallery’s design.

User Personas

Anthony is entering his Sophomore year of college and is about to embark on a study abroad trip to Spain for 3 months. His program will consist of a lot of museum visits, but some museums that he really wants to attend are not included. He will spend his free time visiting these extra museums, but balancing his school-load while trying to immerse himself into the culture and learn about the artifacts simultaneously will be challenging.

Anthony Green, Student

Kim Towsley, Financial Advisor

Kim has been in the finance world for 20 years and was always about numbers. She is approaching a yearlong sabbatical where her kids will meet her on her travels. This will be her first time traveling for an extended period and would like to discover her artistic side. Whenever she goes to museums, she isn’t sure where to look or what the significance is. She is hoping to return from her travels with a trained eye.

Information Architecture

User testing of the prototype revealed concerns about the journey flow. Consequently, I reconsidered the initial landing pages to align more closely with the minimum viable product. It became evident that offering users greater control resulted in a more user-friendly navigation experience.

Paper Wireframe

Highlights

1

2

3

4

  1. Users have the option to connect directly with their preferred gallery or museum using the keyword search function. Additionally, a carousel of cards displays local museums or galleries that users may find interesting.

  2. After finishing an audio learning session, users have the option to chat with an artificial intelligence expert in arts and artifacts. In future updates, incorporating voice-to-text functionality would enhance accessibility for users.

  3. The home page showcases the current artworks displayed in a selected museum. Users can easily choose a specific work or navigate through the menu bar for additional features. These pages also feature a camera scan option, allowing users to take a picture of a display, which then directs them to the relevant audio experience (see Hero Image).

  4. Some users might prefer using a map to find the display they're interested in. This map feature also acts as navigation of the physical space, reducing the reliance on printed maps at the site.

Conclusion

This was my initial design challenge as an aspiring product designer. I discovered that my inclination was to create journey flows that were overly simplistic, leaving users with few decisions to make. Without early user navigation opportunities in the design process, there isn't much left to analyze.

Key lessons learned from this project:

  • Considering novice technology users: Simplify the journey flow for users, aligning it with their needs and abilities.

  • Understanding that product design involves human interaction with technology: Testing at every stage can result in a more resilient and satisfying outcome.

The Problem

For art and museum enthusiasts, hiring a private tour guide can be expensive or may not fit their schedule. As they stroll through the halls, they might wish to learn more about the displayed works but are restricted to brief summary descriptions. Moreover, booking a tour may provide information that don’t pique their interest. By using a mobile application alongside their gallery visit, users regain control and can learn at their own speed.

Listen & learn.

Leave with an enjoyable experience.

Scan QR code.

Download app.

Locate display.

Visit a gallery.

Eager to learn more.

Design Process

Understand

Research

Iterate

Test

Competitive Audit

Three mobile applications were studied to identify the essential features for Go Gallery’s minimum viable product. The research revealed certain design trends related to search functionality, including maps and keywords, to discover audio tours efficiently. Furthermore, each of these applications had distinctive features that served as inspiration for Go Gallery’s design.

User Personas

Anthony Green, Student

Anthony is entering his Sophomore year of college and is about to embark on a study abroad trip to Spain for 3 months. His program will consist of a lot of museum visits, but some museums that he really wants to attend are not included. He will spend his free time visiting these extra museums, but balancing his school-load while trying to immerse himself into the culture and learn about the artifacts simultaneously will be challenging.

Kim Towsley, Financial Advisor

Kim has been in the finance world for 20 years and was always about numbers. She is approaching a yearlong sabbatical where her kids will meet her on her travels. This will be her first time traveling for an extended period and would like to discover her artistic side. Whenever she goes to museums, she isn’t sure where to look or what the significance is. She is hoping to return from her travels with a trained eye.

Information Architecture

Paper Wireframe

User testing of the prototype revealed concerns about the journey flow. Consequently, I reconsidered the initial landing pages to align more closely with the minimum viable product. It became evident that offering users greater control resulted in a more user-friendly navigation experience.

1

2

3

4

Highlights

  1. Users have the option to connect directly with their preferred gallery or museum using the keyword search function. Additionally, a carousel of cards displays local museums or galleries that users may find interesting.

  2. After finishing an audio learning session, users have the option to chat with an artificial intelligence expert in arts and artifacts. In future updates, incorporating voice-to-text functionality would enhance accessibility for users.

  3. The home page showcases the current artworks displayed in a selected museum. Users can easily choose a specific work or navigate through the menu bar for additional features. These pages also feature a camera scan option, allowing users to take a picture of a display, which then directs them to the relevant audio experience (see Hero Image).

  4. Some users might prefer using a map to find the display they're interested in. This map feature also acts as navigation of the physical space, reducing the reliance on printed maps at the site.

Conclusion

This was my initial design challenge as an aspiring product designer. I discovered that my inclination was to create journey flows that were overly simplistic, leaving users with few decisions to make. Without early user navigation opportunities in the design process, there isn't much left to analyze.

 

Key lessons learned from this project:

  • Considering novice technology users: Simplify the journey flow for users, aligning it with their needs and abilities.

  • Understanding that product design involves human interaction with technology: Testing at every stage can result in a more resilient and satisfying outcome.

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