CHLOE WU


GalleryPal
A Design Sprint Process
THE CHALLENGE
Museums and galleries are trying to increase customer satisfaction when viewing art in person. GalleryPal has decided to offer a mobile application to enhance their in-person experience inside museums or galleries.
THE SOLUTION
Museum and gallery visitors reported that they would appreciate the artworks more if they knew more about them. Therefore, GalleryPal design will be focused on providing information about artwork users needs to increase their viewing experience.
DESIGNER'S ROLE
I adopted a modified five-day GV design-sprint approach to solving the problem by synthesizing research, decided on design features and created a prototype and tested it
TOOLS

DAY 1
Understand the problem:
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Synthesizing Result
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Understand Persona
SYNTHESIZING RESULT
GalleryPal provided me with the user interview results, expert interview results, and Persona.
Research results show users’ current behaviour patterns include:
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Research online before visiting the museum or gallery
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Research online using mobile phone about an art piece while at the museum
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Occasionally listen in museum expert’s explanation or comment of artworks,
Here are the key Insights:
Visitors would appreciate arts more if they knew more about them, so here is the information they mentioned:
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Information about the artist
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Background and context of the art piece
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Techniques and technical process artist used
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Information from the expert or even the artist him or herself
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Online articles are often too long to read, especially when at the museum
PERSONA
Angela the Junior Art Director usually browses ongoing exhibitions to attend. Her main frustration is that many articles on artwork are too long and too in-depth to read. Therefore she wants to grab quick information to better appreciate the artworks.

EXPERIENCE MAP
Incorporating user interview results and persona provided by GalleryPal, I mapped a possible end-to-end experience graph.

LIGHTENING DEMO
DAY 2
Sketch:
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Lightening demo
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Content Strategy
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Crazy 8s screens
I found existing solutions from 3 apps: SMARTIFY, The Louve and Natural History Museum London. Design strategies I will take from them are:
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Categorized information: allow users to get into their interested section and skip the rest quickly
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Audio content: an additional way of presenting information
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Extra information: might appeal to users in addition to what they ask for

CONTENT STRATEGY
The main strategy is to focus on presenting the basic and essential information about an art piece for a user like Angela, in an effective way. The app's "Quick information" categories will include:
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Artist information
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Background information
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Techniques
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Fun Facts
CRAZY 8


REFLECT
DAY 3
Decide:
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Reflection
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Storyboard
Among the 8 solutions, I picked No.4 as the final solution to this project. The expandable categories of information give the users a bigger picture of what information the user could get from the artwork page. No.4 also saves users a step from clicking and going on to a different page such as shown in No.5, No.7 and No.8.
STORYBOARD
The storyboard shows the process from before a user choosing an exhibition to visit, then picking an exhibit using GalleryPal, arriving at the museum, viewing artwork and using the app to know more about the artwork.

DAY 4
Decide:
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Wireframing
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Prototyping
DAY 5
Decide:
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Usability testing
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Prototyping
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Iteration
USABILITY TESTING
Five participants who are museum and gallery visitors were recruited. Each person had a one-on-one interview.
Test tasks:
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Browse and select exhibitions
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Find a painting in GalleryPal and get artwork information
I created 3 versions of prototype and modified each of them during the testing process.
User feedbacks are rated with 3 levels of severeness: Major, Medium and Minor.
MAJOR:
Exhibition screen is mistakenly perceived as painting screen
MEDIUM:
Some users are confused about permanent collection and temporary exhibitions.
MEDIUM:
Users expect information such as opening hours, address, and website of museum/gallery
MINOR:
Some users indicate that they prefer audio over text content, which allows them to have more capacity to look at the art piece
Here are modified screens based on usability test results.



Through usability test, I learned not only modifying the prototype based on users' feedback, but I also generated new ideas based on the feedbacks. For example, the audio content is also divided into time-based slots for users easily to grab.
Please click here for prototype Version 3.
If you are interested to work with me, please do not hesitate to reach out.