Gallery Pal:
1-Week Design Sprint

All the depth gallery-vistors want,
and ONLY the depth they want.

Google Ventures' Design Sprint Process

Time-constrained, five-phase process, applying Design Thinking with the aim of reducing the risk of bringing a new product or service to the Market.

  • Understand the audience, and the value proposition.

  • Diverge with the thinking to generate a wide range of approaches to the problem.

  • Converge the thinking onto a few main ideas for exploration & development.

  • Prototype as early as possible, for testing with the target audience.

  • Test the prototype with individuals in that target audience.

Good Design
the User's Experience.

1: Understanding the User's perspective

I started with in-depth information from a user identified as the target audience.

The Main Problem is to provide user-controlled depth of information.

  • "Once you know about certain artists' details, they pop out at you!" - Lena

  • We needed to be ready with in-depth information for users who want to dive deeply.

  • And we need to allow the user to control whether or not to dive deeply - don't give a whole article when a sentence would do.

There's also a technical problem, of connecting the user directly to the information they need.

  • QR Codes address this issue, but are not universally-applicable.

Gallery Pal DESIGN SPRINT (1 Week)

An eventual home screen iteration.

2: Diverging through Sketch

Lightning Demos

I looked into image-recognition solutions from:

  • Amazon Mobile

  • Google Lens

  • eBay Motors

Results were inconsistent and unreliable, so I reverted to the idea of using QR Codes. Once the target artwork is identified, user can tap on different cards for artist, dates, media, context, etc.

Crazy-8 sketches

I quickly sketched out 8 different home screens to explore alternate layouts. By limiting each sketch to 1 minute, I focused on simplicity.

Solution Sketch

I selected my favorite from the divergent sketches, and fleshed out some details.

3: Converge with Decisions

Returning to the selected Solution Sketch from the previous day, I developed a deeper understanding of the Information Architecture that would be best.

  • The Information Architecture is intentionally shallow - I find this a natural way to allow the user to easily select their level of detail.

  • In Storyboard Development I kept the Architecture as shallow as possible; the whole app has only 4 levels of depth, so the user can easily select More Detail or Less Detail.

4: Prototype for testing

Adobe XD

  • I built out a prototype in Adobe XD, representing the architecture I had in mind.

  • Colors and Fonts were quickly selected to be easy on the eyes, and relaxing to use.

5: Validate

Testing mostly validated my design, but of course there were areas to clean up.

  • Some users were not understanding that they could scroll the content, so I adjusted spacing and added text and illustrations to get that across.

  • While observing the users, I also observed details in the app, that I would want to improve in later iterations. For example, after the testing I added a low-opacity background photo.

User Tests
Hefty Prototype