
UX Case Study
In Progress
Artinerary
Artinerary
Mobile App + Responsive Website
Overview
An app and a responsive website for a public art museum to advertise exhibitions and events, provide detailed artwork and museum information to patrons, and enable patrons to schedule visits in advance.
Goal
Artinerary will elevate the museum experience for busy individuals and art enthusiasts. By offering advanced scheduling and in-depth artwork information accessible through entering corresponding plaque numbers into the app, we aim to create a more engaging and informative visit. We will measure effectiveness by tracking the number of users who utilize the app's scheduling feature and the rate of successful bookings as well as analyzing user behavior within the app, such as the frequency of plaque number inputs.
Role
Lead UX Designer
Tools
Figma
Timeline
November 2024 - Present
Competitive Audit
To initiate my research, I conducted a competitive analysis of four prominent art museum apps: the Art Institute of Chicago, Smartify, Bloomberg Connects, and the Getty Guide. This analysis focused on evaluating the strengths and weaknesses of each competitor across key factors such as ease of use, design aesthetics, and feature set.
The Art Institute of Chicago and the Getty Guide were identified as our primary competitors, offering direct competition within the museum app space. Smartify and Bloomberg Connects were considered indirect competitors, offering broader art discovery platforms with overlapping features.
Gaps Identified
Overly complex and densely packed user interface
Lack of in-app option to schedule museum visits, reserve entry times, and purchase event tickets in advance
Frequent interruptions to the user experience due to redirects to external websites
Opportunities
Prioritize user experience by creating a clean, modern, and easy-to-navigate interface
In-app option to schedule museum visits, reserve entry times, and purchase event tickets in advance
Emphasize user convenience by integrating all necessary information and features into a single, intuitive app
User Personas
User Research
Insights gleaned from the competitive audit I completed and user personas created informed the initial design direction. These insights will be further refined and validated through subsequent usability studies.
User Journey Maps
Following my competitive audit and user research, I developed user journey maps for each persona. These maps helped me identify key user pain points and opportunities for design improvement, ultimately guiding my design decisions.
Storyboards
As part of my design thinking process, I created storyboards to visualize Deven's user journey. These storyboards, which included both a "big picture" and a "close-up" view, helped me empathize with Deven's needs and identify opportunities to create a user-friendly and valuable product experience.
Big Picture
Close-Up
Information Architecture
As a foundational step, I created an information architecture for my Artinerary application. This involved careful consideration of user needs and pain points, ensuring a well-structured and logically organized content framework before proceeding to wireframe design.
The Design
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The Design *
Paper Wireframes
Digital wireframes
Low-fidelity prototype
Paper Wireframes
To explore various design options for my homepage, I developed five distinct wireframes. Through this iterative process, I identified and selected the elements within each wireframe that I believed best supported the planned content and created the most visually compelling user experience.
Digital Wireframes
Informed by the initial concepts explored in my paper wireframes, I utilized Figma to create interactive digital wireframes. I employed best practices in UI/UX design, such as using clear visual hierarchy and adhering to established design principles, to refine the user experience and ensure polished wireframes to take into my low-fidelity prototype next.
Onboarding
To initiate the design process for the Artinerary app, I began by creating digital wireframes for the onboarding experience. This crucial first interaction sets the tone for the user's overall experience with the app. The onboarding flow begins with a visually engaging welcome page, followed by a language selection screen for accessibility and inclusivity. Users are then guided through the registration or login process, followed by a clear and concise presentation of notification settings to personalize their experience.
The final step in the onboarding process is a prompt to enable location services. This permission allows the app to provide personalized recommendations, such as upcoming events, and enhance the user experience with location-based features like guided audio tours and an interactive map.
This carefully designed onboarding experience aims to provide a seamless and user-friendly introduction to the app's features and functionalities.
Homepage & Subpages
Following the creation of digital wireframes for the onboarding journey, I proceeded to design wireframes for the core functionalities of the app: homepage, collections, artists, exhibitions & events, audio tours, artwork lookup, visit information, map, user profile, and search. This iterative process allowed me to refine the overall user flow and ensure a consistent and intuitive user experience throughout the app and will serve as guides for my final prototype.
Low-Fidelity Prototype
With my digital wireframes complete, I leveraged Figma's prototyping capabilities to define interactions. To ensure efficiency and maintain consistency, I built reusable components for the header, footer, and hamburger menu, streamlining the process and minimizing redundant interactions.
I also implemented overlay components for the individual hamburger menu options and the search interface
Usability Testing
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Usability Testing *

Artinerary Research Study
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Assess the user experience of interacting with the Artinerary app prototype.
Determine the overall satisfaction and ease of use of the core functionalities.
Identify any pain points or areas of frustration for users during interaction.
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What is the average time taken by users to successfully find and book tickets to an event within the app?
What are the most common user flows observed when scheduling museum visits in advance within the app?
At which points in the user flow do users experience the most difficulty or confusion?
What additional features would users find most valuable in the museum app?
What are the specific aspects of the app that users find particularly easy or difficult to use?
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Time on task: how much time users spend booking tickets within the app
User error rates: how often users get stuck trying to complete the core functionalities of the app
System Usability Scale (SUS): a questionnaire to evaluate user feedback
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Unmoderated usability study
Location: United States, remote (each participant will complete the study in their own home)
Date: Sessions will take place during the week of March 2-8, 2025
Length: Each session will last 15 to 20 minutes, based on a list of prompts, with a SUS following the study
Compensation: No compensation
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Participants are all art museum visitors
The sample will aim for diversity, including individuals of varying ages (20-65), genders (male, female, non-binary), and levels of technology experience.