ArtWalk

PASSION PROJECT · UX DESIGN/RESEARCH

Context.

ArtWalk is an audio-tour app for the famous Broad Museum in Los Angeles, aimed to address a challenge: visitors' inclination towards documenting their presence rather than engaging deeply with the art.

My objective with ArtWalk was to shift this focus, encouraging a more profound and immersive experience with the museum's art collection. This is also my first project.

Project Time: April. 2023 - June. 2023 (2 months)

Project Type: Product design/User research and testing/Interaction design

Responsibilities: User Research, Visual designs, Interaction design, Branding

. The Problem

Located in the heart of Los Angeles, The Broad is a free museum renowned for its extensive collection of contemporary art. According to official data, it welcomes more than 900,000 visitors from around the world per year. With the influx of numerous visitors, The Broad faces the challenge of ensuring a personalized and enriching experience for each individual. This rich diversity forms the backdrop against which the app's potential impact on fostering art appreciation will be explored. Moreover, The Broad's collection in itself presents a challenge. Many of these contemporary artworks delve into intricate themes, explore abstract concepts, and adopt experimental forms. As a result, the collection might appear somewhat daunting to visitors without a background in art.

For example:

Why The Broad?

. The Solution

Personalization

  • Visitors are free to create their own artistic journeys, and as they browse, they become acquainted with the artworks and artists on display at the museum.

  • Each artwork is accompanied by a comprehensive description, its location within the museum, and an audio guide.

Guided tours

  • Different tours for different visitor interests.

  • The guided tours encompass artwork details, stop locations, and total display time.

Kids mode

  • Designed for young visitors, encouraging curiosity through interactive exploration.

  • Vibrant colors, straightforward text, and motion effects are well-suited for children.


. Research

In my analysis of competing products, I went beyond art museum apps and also examined some audio guide apps for tourist attractions. This comprehensive approach allowed me to identify the strengths and weaknesses of these products and gain valuable insights.

Competitive Analysis

Competitor audit (PDF)

Among the numerous museum apps available, the Getty Museum app and Art Institute Chicago's app stand out. Both apps boast extensive collections of artwork and excel in organizing informative audio tours. Furthermore, they offer multilingual support, allowing them to cater to the diverse needs of visitors from around the world. Notably, these apps also demonstrate a well-developed and unified visual system. These outstanding features serve as valuable examples to learn from.

Interviews & Affinity Mapping

I conducted open-ended interviews with ten people aged between 20 and 50, all of whom have prior experience visiting museums. These interviews were centered around gaining insights into their museum visit experiences, identifying any sources of frustration they encountered, and understanding their viewpoints on the effectiveness of the museum's guides. The interview script can be viewed here.

And I found that:

  • Many participants expressed a strong desire for more comprehensive and detailed information about artworks during their museum visits. Frequently, the issue lies not in the lack of interest to learn about the artworks, but rather in the limited accessibility to information.

  • Navigational difficulties were a common theme, as many participants mentioned they need guides, maps, or other resources to navigate the museum.

  • Most participants can accept technology, but some expressed concerns about overwhelming interactive features that might detract from their connection with the artworks.

The response from one mother particularly stood out, as she shared her 10-year-old child's reluctance towards art museums, describing them as "boring" from the child's perspective. The realization of this insight prompted me to define a more diverse range of potential target users.

Affinity Mapping

  • Introducing visitors to artworks.

  • Make it easy to use for everyone, even kids.

  • It does not affect the visitor's experience of the exhibition.

Based on the insights I've gathered, I refined the problem to ensure it accurately reflects the challenges and opportunities.

Reframe Design Questions

Personas & Empathy Maps

Utilizing my research, I created two personas that captured the essence of our users and their characteristics. I also formed empathy maps to understand their needs and frustrations.

Then I created the journey map for Alex which provides a visual representation of his interactions and emotions throughout his experience at the museum. This tool helps me identify the user’s pain points, expectations, and opportunities for improvement in his journey, ensuring a user-centered design approach.

Journey Map

Research Insights

Comprehensive Artwork Information

Many users express a desire for effortless access to in-depth artwork details while exploring the exhibition, aiming to establish a more profound connection with the pieces.

Diverse options

Most users focus more on artworks that interest them and they want their journey to be more personal.

Museums should also consider younger audiences

It is important for families that their children have a good experience at the museum. They want their children to have fun and learn at the same time.

Turning Insights Into Design Ideas

Audio explanations and the text descriptions

These features are available for offline download, enabling users to access comprehensive artwork information anytime.

Offers a variety of options

In particular, personal customization options are offered so that users can define their browsing routes according to their choices.

Kids Mode

Create an exclusive child-friendly mode, which can include animations to stimulate children's interest.

. Design

Ideation

I started sketching some ideas on my mind. My focus at this stage is to diverge first, converge later.

Crazy 8s

Low Fidelity Wireframes

Next, I moved on to refining my sketches in Figma and deciding on a design system and its subsequent patterns.

User Feedback

I sent the initial prototype to five of my friends for testing, carefully selecting individuals from a variety of ages and backgrounds.

They were Yicheng, a data analyst based in Phoenix, and her 9-year-old son, Lele; Beth, an architect living in Pasadena; Yan, a UX designer based in China; Zack, an accountant based in Irvine; and Dr. Shiff, my supervisor at the University of Texas at Austin.

After conducting testing, the participants offered positive feedback on the visual design and user flow. However, they raised concerns about the passive nature of receiving artwork information and the lack of emphasis on personalization. Particularly noteworthy was the feedback from Lele, a 9-year-old, who, under the observation of his mother, lost interest in the Kids Mode after a short period and didn't engage further. Utilizing this valuable feedback, I proceeded to make iterative improvements to the product.

The Final Solution

Various audio tours were established to offer comprehensive explanations for each artwork, accompanied by text, offline downloading, and language switching. This ensures that users can comprehend the artwork, even without internet access or in locations beyond the museum premises. Alternatively, users have the option to scan the QR code or search for the work's name or number to access detailed information and listen to the audio explanation.

For those who prefer independent exploration, users can easily add artworks of interest to their wish list and curate a customized browsing audio tour.

By categorizing artworks based on artists and types, users naturally gain a preliminary understanding of the pieces as they navigate through the browsing process.

The Kids's Mode is designed to inspire young explorers to navigate the museum independently. The use of concise language, vibrant colors, and engaging animations, aims to captivate your child's attention. Simultaneously, parents can fully immerse themselves in the museum.

In addition, users can access information about exhibitions, events, and practical amenities like cafes and the shop, thereby enhancing and enriching their overall museum experience.


I gave my best in this design project and learned a ton.

· The design process is an iterative thinking process.

· User research is a crucial phase that enables the design to be more user-centric.

· Designing for different user groups involves considering the diversity of users.

. Reflections

Next Steps

If I had more time, it would be beneficial to incorporate a map mode or VR simulation of the entire exhibition hall to enhance the user's experience. Even those who cannot physically visit the museum can still immerse themselves in the artistic atmosphere through the audio-guided tour.

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