GalleryPal

A mobile app that helps museum and art gallery visitors explore solo

Overview

Problem

Visitors to museums and art galleries lack simple, convenient ways of learning about the art on display. This frustrates them, because lack of knowledge prevents them from appreciating the art on a deeper level.

Solution

GalleryPal is a mobile app that helps users independently explore museums and art galleries and deepen their appreciation of art using unobtrusive learning methods.

Process

GalleryPal was born of a week-long creativity sprint. I received a pre-identified real-world problem to be solved with a mobile app, and I followed a logical design process resulting in a user-centered product ready to build.


Research

The Visitor Perspective

Some research had already been done before I started the project. I inherited a collection of interviews with visitors to museums and art galleries. Studying the interviews, I identified common themes, to pinpoint major needs to address with an app.

Visitor traits:

  • Enjoy art but want to appreciate it on a deeper level

  • Need context about art to reach a deeper appreciation

  • Are frustrated when there aren’t easy ways to get context

  • Mostly want to explore on their own, not in a tour group

“I like to form my own opinion about art, but it can be hard to do that when I don’t really know anything about the artist, or what their intentions were in creating the work.”

— Museum/Art Gallery Visitor

The Tour Guide Perspective

I also inherited an interview with a museum tour guide about her interactions with visitors, which offered further insights into visitors’ needs:

  • Visitors need expert guidance to appreciate art

  • Appreciating art involves forming personal connections with it

  • Forming personal connections with art can be highly fulfilling

“At the end of the day ... artwork is really meant to also sort of understand yourself in an interesting way.”

— Museum Tour Guide

User Persona

Using the insights I’d gained from the interviews, I developed a user persona.

The Budding Art Enthusiast

Young junior art director in New York City

  • Enjoys visiting museums by herself

  • Prefers newer exhibits to older ones

  • Prefers not researching art ahead of time

Needs a simple way of learning more about art on her own while in a museum so she makes the most of her visit

Inspiration

Considering how best to design an app to help the persona meet her need, I consulted other apps used for interacting with art. Three were especially relevant.

National Gallery of Art

Museum Map App

  • Facilitates exploration by orienting users in the building

  • Describes rooms and major works of art

  • Offers a list of “must see” art

  • Offers text and audio descriptions of art

Smartify

Art Identification App

  • Accesses the user’s camera to identify art

  • Offers interactive explorations of art

  • Offers a shop with items related to art

Daily Art

Art Learning App

  • Offers interactive explorations of art

  • Links to related or recommended art

  • Links to further reading related to art

  • Allows users to curate lists of favorite art


Design

Crazy Eights

I used the “crazy eights” technique to brainstorm eight very different ways to help the user persona. My sketches ranged from a practical, if dull, solution inspired by Wikipedia to a more fanciful one inspired on the augmented-reality game Pokémon GO.

Choosing a Direction

The solutions I’d generated varied in terms of creativity and practicality. I wanted to make an app that was engaging but could also readily be turned into a reality. I picked the solution that seemed most balanced and began sketching the major screens.

Storyboards

I needed to prepare a map of how users would progress through the app so I could understand the various screens and interactions I had to design.

Moodboard

I gathered imagery reflecting key ideas that the app should convey to users:

  • Self-directed enrichment

  • Self-reliance

  • Discovery

  • Friendly guidance

Imagery suggested muted colors and simple, unobtrusive visuals that wouldn’t overpower or compete with the art that the user was appreciating.


Interfaces

Prototype Screens

With the storyboards and moodboard in mind, I built an interactive prototype of the main app screens in Figma to test with potential users.

Map

A map of the museum/gallery, serving as a home screen

Features:

  1. Building/floor selector

  2. Search box

  3. Buttons that reveal details and directions

  4. “Locate me” button that centers the user’s location

Must See

A list of popular works of art in the museum/gallery

Features:

  1. Building/floor selector that shows art by location

  2. Search box

  3. Buttons that open the map and show directions

Examine

An augmented-reality camera feed highlighting art directly in front of the user

Features

  1. Transparent header with basic details

  2. Transparent dialogue box with text

  3. Colored outlines to focus attention

  4. “Add to favorites” button

  5. “Audio guide” button

Favorites

A list of works of art selected by the user to revisit later

Features

  1. Building/floor selector that shows favorited art according to location

  2. Search box

  3. Buttons that expand sections to reveal a location button and links to literature and merchandise


Validation

Usability Tests

I recruited five people and gave them tasks to perform with the prototype. Some test subjects identified as veteran visitors of museums and art galleries, while others did not.

Findings:

  • Participants successfully completed all tasks, validating the design

  • Participants appreciated how the app facilitated access to information, and they requested even more access

  • Participants appreciated how they could curate a list of favorite works of art, and they requested additional ways of customizing the app

“Being able to have a guide like this in your own hands ups accessibility.”

— Test Subject


Prototype


Insights

A clear process is essential.

Particularly during a creativity sprint, a designer may feel pressured to show off their creativity or, fixating on the time crunch, default to whatever patterns come to mind first. Mapping out a design process keeps the designer focused on user needs.

The app itself isn’t the user’s goal.

It’s tempting to try to give an app an arresting aesthetic, especially when the app is related to art. But the point of most apps is to facilitate action in the real world. An app should give users what they need quickly, then let them return to the real world.

Familiar patterns help users.

For an app that’s meant to facilitate action in the real world, it’s important not to force users to learn new patterns unless it’s necessary. Incorporating existing patterns into a design can help users pick up an app and start using it straightaway.