Design Sprint 

Case Study

Design Sprint Day 1: Understand/Map


Reflection:

In the GalleryPal brief and research materials, a few points stood out for my design to follow. 

1) The content engagement needs to be staggered in a way that can provide depth (details of techniques, historical/political/creative context, stylistic/genre analysis etc.) without being overwhelming. This means that users need a few points of engagement to start, and ways to explore deeper according to their interest in the artwork. Creating various content funnels for users would allow them feel agile in moving through collections of supplementary content.

2) Users want to feel supported by experts, but empowered to create their own opinion and engagement with the artwork. A sense of storytelling opens the artwork and provides possibilities for the users to access a role in that story. Users mention that they want to know “what would the artist tell me,” and a tour guide interviewed by researchers mentioned that she hopes participants will go back and engage with details individually.

3) Users consistently seem to have after the fact curiosities or unfulfilled desires in regards to the artworks. So the key tension seems to be how to continue the feeling of excitement that started with an artwork. My case study thus imagines a Graffiti Art exhibition at a museum in New York City (such as Beyond the Streets), and the design enables users to delve into the history of artworks, artists, subway train canvases, and locations. Among various touchpoints, the design allows users to continue their engagement with the artwork after the fact, re-exploring artworks and artists when they go to the subway. 

The app’s design allows for a fluid engagement with content from inside the museum to out, allowing the seeds of interests to bloom as the user chooses to move. The app’s design also allows users to engage more with the artworks. Since the vast majority of this work has been lost and destroyed, the genre’s community collectively holds much of the best content. Thus, the app’s design allows the users to submit additional questions/content/commentary/links to social media, that may inform more user facing content for the library that the app would access. 

However, this also presents a concern: many artists may not want increased visibility, or many users many be very protective of sharing their content, and many of the artists will have long-standing rivalries with each other. So, the app could not be launched until a stable community user base was established, which sets norms and accountability for how the content circulation process occurred.


Map of the possible end-to-end user experience:

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DAY 2 : Sketch