Mobile App Design

Gallery Buddy

About this project

Started with the goal to create an app that would allow art gallery visitors to learn more about the artworks they are viewing and and the details of the galleries collection. Initially focused on building a platform for describing and teaching users about artworks. The design has expanded to become an overall companion for uses when visiting an art gallery, built to provide additional resources and knowledge for the user straight on their device.

Project Role
Designer
Client
Personal
Project Type
Mobile App Design
Project Year
2023
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Three mobile screens from the gallery buddy app, one of the home page with the catalog and artwork pages behind it

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Project Overview

The Problem

Art is one of those things that can be appreciated just by its physical characteristics. The Mona Lisa isn't famous just because of the talents of Da Vinci and its artistic value. It's famous because of the story it tells. Like the Mona Lisa many artworks have centuries of history, stories, and meaning behind them. And when you're viewing the artwork in a gallery unless you are looking for those stories you might miss them.

My Solution

To create an app that allows visitors to art galleries to learn more about the artworks they are viewing and enjoying. Through specific interactions with individual artworks designed to elevate the gallery viewing experience, such as curated artwork descriptions and user note taking. As well as user built visit plans and journey tracking inside each gallery

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Research

Personas

Many different people visit art galleries each day. Understanding what drives them to visit and how they spend their time at an art gallery is crucial for discovering what they can get out of the app. Using methods similar to building characters for the tabletop game Dungeons and Dragons, persona's can be created that will define and categorize the actions of possible users.

First persona Focused on student demographics and younger visitors to art galleries
Focused on student demographics and younger visitors to art galleries
Second Persona Focused on adult users who visit art galleries for fun and to expand their culltural horizons
Focused on adult users who visit art galleries for fun and to expand their cultural horizons

Pain Points

  • 1. Information about artworks can be dense with limited space galleries might not be able to tell the full story of an artwork.
  • 2. With a multitude of floors and thousands of works on display, visiting an art gallery  can be overwhelming to new visitors.
  • 3. Offered tours are often crowded and not tailored to individual tastes or desires.
  • 4. Carrying around materials to record notes is cumbersome and there is always a chance of forgetting to bring them.

User Flow

The key focus of this design is presenting the information and history about artworks. How would a user go from entering a gallery to using the app and interacting with an artwork description?

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Design Process

Wireframes

Translating the basic wireframe sketches into Figma, revealed several inadequacies in the physical sketches that required revisions. Initially, the screen size was modeled off of an older Android device instead of more modern contemporary devices. This hindered early designs as the limited visual real estate on each screen led to poor design choices that prioritized fitting more info on screen in disregard to white space balance.
Visit planner wireframe
Settings wireframe
Home screen wireframe
Confirmation wireframe
Wireframe page of the artworks
Selecting different catalogs wireframe
Catalog screen wireframe
Wireframe of the map screen
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Mockups

Taking inspiration from the digital wireframes, the early designs' mockups focused on replicating the mockups more than creating a strong visual style. As iterations of the design progressed, the gaps in the design started to become more apparent. Through lessons learned from mentors and practice on other projects the mockups were methodically redesigned to have a greater focus on white space balance and following modern design trends.
First mockup of the settings screen
First mockup of the gallery buddy artwork page
Initial homepage mockup
Initial mockup of the catalog screen
Map and navigation mockup
Mockup of the visit page
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Outcomes

Lessons Learned

From the early wireframes to the final design, the design has gone through several drastic revisions across its lifecycle. From noticing the early inadequacies of the wireframes to the total overhaul of the mockups for the final design, changes this drastic can easily get out of hand. Especially when the vision for the final design keeps changing. Having the goals and insights derived from the early user research and focusing on why they are drawn to the design. Was crucial for ensuring the final design didn't just stay true to the initial project goals but also expanded upon them at each stage of the design.

Next Steps

  • 1. Designing features to showcase how you can add multiple galleries catalogs and change between them
  • 2. Refine the note handling and storage flow, allowing for custom note lists and note exporting
  • 3. Improve the interaction functionality of the visit screen, allowing for more granular editing of their visit lists

Project Images

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Other Work