Artezy

product design, UX/UI, mobile app

Goal

To provide a platform that will allow users to browse and purchase art in an efficient way.

Product

The goal of the project is to design a shopping app for an art gallery. The target users are people aged 18 - 65 who are located in a city with art galleries.

Problem

Buying art online can be a very frustrating and laborious process.



Understanding the user

I conducted interviews and created empathy maps to understand the users I’m designing for and their needs. A primary user group identified through research was working adults who enjoy collecting art but don’t have time to visit galleries often.

Time

Working adults are too busy to visit art galleries and browse different works.

User Pain Points

Information

Users find the need to have detailed images and information if they are to make a smart buying decision.

Mobile Accessibility

Many online art galleries only provide web based stores making it difficult to navigate on a mobile platform.



wireframes

My early sketches focused on the design and layout of the homepage since this is the first thing the user will encounter. I tried to use images in order to convey information so as to not overwhelm the user. After creating paper wireframes I created the initial designs as digital wireframes



usability study: findings

I conducted two rounds of usability testing. Findings from the first round guided my design decisions from wireframes to mockups. The second round was conducted using a high-fidelity prototype.

Ease of use

Users want a less confusing checkout process

Clutter

Users wanted a cleaner and less cluttered homepage

Differentiation

Users found the categories and listings pages to be too similar



high-fidelity prototype

The final high-fidelity prototype provided a more streamlined user flow from homepage to checkout.

View the Artezy high-fidelity prototype



Takeaways

Impact

The app allows users to browse art listings and make a final informed purchase decision in a streamlined and effective way.

What I learned

I learned that the best designs and ideas come from the users themselves. I found that my initial designs did not meet the expectations of users and only after conducting usability testing did a final and polished design come through.


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