
Role
Tool
Duration
UI/UX Designer
Figma
Photoshop
Illustrator
Pen & Paper
10/2021
The product:
We're currently developing a virtual tour app designed to bring art exhibitions from around the world to your fingertips. With countless exhibitions emerging globally, experiencing them all in person can be challenging. Our mission is to create a virtual space that allows art enthusiasts to appreciate and explore these exhibits from the comfort of their homes, anytime and anywhere.

Problem:
With hectic work schedules, people struggle to find time to visit distant art galleries and immerse themselves in the world of art.
The goal:
I want to create a virtual space app that can make everyone appreciate the art even at home, wherever and whenever.
research & ideation:
I conducted interviews and created empathy maps to understand the users I’m designing for and
their needs. A primary user group identifified through research was working adults who don't have
time to visit the art gallery in person due to the busy schedule at work.
This user group are anyone who is interested in a newly tech product,especially willing to try an
immersive viewing experience and art lovers, but research also revealed that time was not the only
factor limiting users from visiting the art gallery in person.Other user problems included hard to
commute make it difficult to visit the gallery in-person
Persona:
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User journey map:
Mapping Celin’s user journey revealed how helpful it would be for users to have access to a dedicated virtual tour app for an art gallery
![Google UX Design Certificate - User Journey Map Celine].jpg](https://static.wixstatic.com/media/167767_8471c5f631dc4e99a5c6c20bd7e95c1f~mv2.jpg/v1/fill/w_549,h_309,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/Google%20UX%20Design%20Certificate%20-%20User%20Journey%20Map%20Celine%5D.jpg)
Paper wire frames:
Taking the time to draft iterations of each screen of the app on paper ensured that the elements that made it to digital wire frames would be well-suited to address user pain points.


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Easy navigation was a key user need to address in the designs in addition to equipping the app to work with assistive technologies


Low-fidelity digital wireframes:
As the initial design phase continues, I made sure to base screen designs on feed back and findings from the user research


Low-fidelity prototype:
Using the completed set of digital wireframes, I created a low-fidelity prototype. The primary user flow I connected was people who loves art,so the prototype could be used in a usability study.

Usability study:findings
I conducted two rounds of usability studies.Finding from the first study helped guide the designs from wire frames to mock ups.The second study used a high-fidelity prototype and revealed what aspects of the mock ups need refining.
Round 2 findings:
Users found there was too much inconsistency in this app
Users found some functionality is confusing.

Affinity diagram
Mockups:
I had deleted the exhibitions and categories sections to make the home screen clear to view



Mockups:
Second usability study revealed frustration with difficulties to enter virtual tours.So I had added the instruction button and Audio section let the users easier to enter the virtual tour.




Mockups:
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High-fidelity prototype:
The final high-fidelity prototype presented cleaner user flows for using a virtual tour app to enter an art gallery.







What I learned:
While designing the virtual tour app, I learned that the first ideas for the app are only the beginning of the process.Usability studies and peer feedback influenced each iteration of the app's designs.
Next steps:
Conduct another round of usability studies to validate whether the pain points users experienced have been effectively addressed.
Conduct more user research to determine any new areas of need.
Thank you for your time reviewing my work on the virtual tour app for an art gallery! if you'd like to see more or get in touch, my contact information is provide below.