ArtWith
UX Design | Google Certificate Project | Figma | December 2022
ArtWith is a conceptual organization that aims to bridge the gap between the art world and the public. As part of a responsive design project, I created a multi-device web experience that enables users to discover current art exhibitions, explore museum information, and learn about art in an accessible and engaging manner.
Problem
Although people aged 16–24 make up 15% of the population, they represent only 10% of museum-goers (Audience Agency, 2018 report ). Many feel that art is intimidating or inaccessible, with no clear entry point to start learning or visiting exhibitions.
Goal
Design a responsive website that improves access to art-related information and helps users, especially younger audiences, engage with exhibitions and art education more easily across desktop, tablet, and mobile devices.
Design Process
🔎 Research
Summary
I conducted user interviews to figure out their needs regarding the information of art. Most interview participants would like to access the news of art to increase their knowledge and accessibility to art. The feedback received through research made it very clear that users would be willing to use the app actively if they had access to an easy-to-use tool to help guide them.
Persona
Based on the user research findings, I developed two personas to represent the key target users. These personas helped keep user needs and behaviors at the center of the design process.
✏️ Starting the Design
Digital wireframes
Mobile-first design with responsive considerations
for tablet and desktop
After drafting paper wireframes, I created the initial digital layouts for the ArtWith app, beginning with mobile screens. These wireframes prioritize clear content hierarchy, easy access to nearby exhibitions, and visually engaging but simple navigation. The goal was to provide users with timely art news while making discovery effortless.
Low-fidelity Prototype
I built a low-fidelity prototype to test the early user flow, focusing on browsing updated art information and locating nearby exhibitions. The prototype connected several key screens that simulate a user discovering and selecting an exhibition to view more details.
Building a research plan
After conducting the unmoderated usability test, I synthesized feedback from five participants and categorized their responses to uncover common usability issues. Three key findings emerged:
Usability Study Findings
Notes taken during the usability study sessions were organized to capture participant reactions, behaviors, and pain points. These early insights helped shape the key findings that followed.
Findings
❶ Users need filtering options
- Participants wanted ways to easily sort the exhibition list by factors like date, location, or category.
❷ Calendar interaction was unclear
- Most users were unsure how to use the calendar on the profile page and what it was meant to show.
❸ Saving artworks was not intuitive
- Several users struggled to understand how to save or bookmark artworks they liked.
Refining the Design
User Journey Map
To better understand the user experience and identify potential pain points, I created user journey maps for each persona. These maps helped visualize users’ thoughts, emotions, and opportunities throughout their interaction with the product.
Problem Statement
Based on the personas and user journey maps, I defined two core problem statements that this project needed to address. Also, I synthesized a combined problem statement based on the needs of both personas, to guide the design direction and ensure the solution addresses shared user goals.
Linsey’s Problem Statement
Linsey is an art enthusiast who needs an intuitive way to discover and compare current art exhibitions near her because she finds it difficult to access and evaluate exhibition information across multiple sources.
Tom’s Problem Statement
Tom is an aspiring artist who needs a simple and consistent way to study artworks and art history in his daily life because he wants to grow creatively and build a solid foundation of knowledge.
🧩 Combined Problem Statement
People who are interested in art,whether casually or professionally, need a user-friendly way to explore current exhibitions and deepen their understanding of artworks, because existing sources are scattered, difficult to compare, and often lack accessible educational content.
Competitive audits
To better understand the current market landscape and identify opportunities for differentiation, I conducted a competitive audit of existing products that offer art-related content and exhibition information.
The goal was to:
Identify key competitors
Understand how they position themselves in the market
Evaluate their strengths and weaknesses
Analyze how they communicate their value to users
Key Takeaways & Design Implications
Through a competitive audit of four art-related platforms, I analyzed product offerings, UX strengths, and usability gaps. While many competitors offered standout features—such as location-based discovery and daily art content—few combined educational material with real-time exhibition access in a cohesive, user-friendly experience.
Common issues included limited language support and unclear UI elements, which presented key opportunities for differentiation:
A cleaner, more intuitive visual design
Seamless integration of art learning and discovery features
Improved accessibility for a broader, global audience
To validate the early concept of the design, I planned a usability study to gather actionable feedback on the low-fidelity prototype. This research aimed to uncover usability issues and opportunities for improvement before moving into high-fidelity design.
Mockups
After analyzing insights from the usability study, I made key refinements to the design to better align with user needs:
1. Revised “Recommendations” to “Ending Soon”
The original 'Recommendations' section was changed to 'Ending Soon' to provide more relevant and time-sensitive information to users.
2. Added Filter Option
To help users easily find exhibitions that match their interests, I incorporated a filter feature allowing them to sort exhibition lists by specific criteria(e.g., date, type of art).
3. Pop-up Confirmation for Booked Exhibitions
When users select a date for an exhibition, a pop-up message now confirms their booking. This helps users manage their schedules more effectively and ensures they don't miss out on upcoming visits.
Key Mockups
Here are four key refined mockups that represent the updated design direction. These changes aim to enhance usability, simplify navigation, and ensure a smooth user experience.
High-fidelity Prototype
After incorporating feedback and design changes from the usability study, I created a high-fidelity prototype that follows the same core user flow established in the low-fidelity version.
This prototype reflects:
View the High-fidelity prototype For ArtWith
Core Features of the App based on users’ needs:
🖼️ Art Exploration & Discovery
View daily featured artwork with explanation
Browse current exhibitions
Check exhibitions that are ending soon
Apply filters to narrow down exhibitions
Read articles and art-related news
View exhibition locations and artworks
🗂️ Personal Management
Bookmark favorite exhibitions and artworks
View liked exhibitions and works
Manage visit schedule via a calendar in the profile
Responsive Design
Sitemap
Before translating the mobile app into a responsive web version, I created a sitemap to define the site structure. This helped organize content for larger screens (tablet and desktop), clarified the overall structure, and ensured a consistent and intuitive user experience across devices.
Responsive Web Designs
To ensure a seamless experience across devices, I designed responsive layouts for mobile, tablet, and desktop.
Each screen was adapted to address the specific needs and behaviors of users on different devices, maintaining usability and visual consistency.
I maintained consistent branding and UI components across devices while adjusting layout density, interaction patterns, and hierarchy to suit each format.
Takeaways
Impact
Users shared that the app would help make engaging with art feel more approachable and accessible in daily life. One peer feedback quote was:
“As an art enthusiast, I'm definitely willing to use the app. I like the fact that I can get the information on art easily and I won't be able to miss out on the exhibition near me!”
What I learned
Throughout this project, I learned that while the design process can be time-consuming, taking the time to move thoughtfully through each stage, especially aligning closely with user needs, leads to more effective and meaningful solutions.
I also realized that thorough research and extracting insights from it are just as important as crafting a visually appealing design to build a helpful product.