art museum app

Course project | ux design | google Ux design certificate | solo project

This is a Mobile App Design Project as a part of the Google UX Design Certificate on Coursera. The certificate is a 7-course program on Coursera. This project is done throughout the 7 courses, from the foundation of UX Design to building the high-fidelity prototype.

DATE
July - November 2024
TYPE
Course Project
UX Design
RoLE
Designer
DELIVERABLEs
Mobile App High-Fidelity Prototype
TOOLS
Figma
problem
Art museums in Vietnam do not have a consistent and quality platform for their customers to learn about arts. Find information and pick a convenient time to visit the museum is also unavailable.
goal
Design a Mobile App for an Art Museum to advertise exhibitions & events, provide museum information to patrons, and enable patrons to schedule a visit.
THE Design PROCESS
I. Initial Research:
For this project, I decide to use qualitative research method to understand the current situation of art museum in Vietnam and nearby countries. During this phase I conduct competitive audit, creating personas, user journey & user flow.
Competitive Audit
For the Competitive Audit, I examine the website and mobile app of famous contemporary art museums and fine art museums in Vietnam, Thailand, Korea, and China. There are definitely similarities between the platforms of these museums, but there are some important differences that make some experiences more enjoyable than the others.
Knowledge Hub vs No knowledge provided
There are museums provide information about artist, artworks on their platform while others did not. For National Museum of Modern & Contemporary Art in Korea, the artworks can be rented by individuals or organizations.
Ticket Booking vs Ticket Information
Some museum allow users to book ticket online, while the others only provide ticket pricings, and visitors have to buy ticket at the ticket office when they visit the museum. Some museum allow patrons to book a venue for private use.
Integrated vs separated platform
Some museum have all the features and information available on their platform, while the others use external platform like Google's Forms, Google's Docs, WeChat for some of their features. In the case of MOCA Shanghai, the use of WeChat articles can prevent foreigners to access the content, since not all of the content have an English version.  
Our Users
Annie
Age: 53
Education:
PhD
Hometown:
Nghe An
Family:
Mother of two
Occupation:
Doctor of Medicine at a hospital
A senior medical workers working at a hospital in a small town near Hanoi. She have two kids and wants to take good care of them. This app will help her find exhibitions & workshops that suitable for her kids with ease, and find necessary information and tips for her trip.
Brandon
Age: 22
Education: University Student
Hometown: Hanoi
Family: Living alone
Occupation: Designer intern at an advertising firm
A young man living in a metropolitan city. He is building his career as an intern at the advertising firm. He also loves to go to museum, alone or with friends to learn more about art in general. This app will help him find necessary information about the artworks & artists, and help him schedule a visit at the desired hours.
Information Architecture
II. starting the design:
I started the design by sketching the storyboard for the personas, then sketching out some paper wireframes for the important pages in the app.
Storyboard & Paper Wireframe
Digital Wireframe & Low-Fidelity Prototype
IIi. refine the design:
After creating the low-fidelity prototype, I conducted usability test on this prototype to gather feedbacks on the user-flow. Some of the major problem I noticed during the test are:
Hamburger menu is unnoticed
The hamburger menu is not clear enough that usually user did not know that it exist.
The QR scan is neglected
When ask to find information about an artist by scanning QR codes, the users tend to go straight for the search button instead of the scan function located at the footer.
exhibition Card is not clear enough
There is no visual cues to guide the users to click on the exhibition card to get the information and book tickets.
Based on the feedbacks received, I made adjustments for the low-fidelity prototype.
Iv. High-fidelity prototype
Moving on to the high-fidelity prototype, I decide to choose the black & white brutalism style, as it is simple and leave room to emphasis on the colorful images of the exhibitions or artworks.
A Platform for Art Lovers
Accessing information about amazing artworks, artists & collections from our library page.
A library in your phone
Learn about art pieces, artists, and collections via audio or written content, created & narrated by professionals.
Quality Exhibitions & Activities
Cool exhibitions and workshops waiting for you to explore. Finding out what previous visitors think about their experience through their testimonials.
plan your trip at the desired time
Plan your trip more thoroughly with our interactive calendar. Learning about maintenance, crowded & quiet time to have a more enjoyable visit.
EveryThing on a singular platform
The platform contains all information and functions needed for you to have an amazing artistic experience.
Check out the High-Fidelity Prototype Here!!!
Takeaways
This project represents an important milestone in my journey to learn UX Design. Throughout the process, I gained hands-on experience with design thinking and the complete design process. I followed each step carefully, from understanding users and their needs to creating storyboards, paper and digital prototypes, conducting usability tests, and developing high-fidelity mockups and prototypes.

Through this project, I became familiar with numerous design rules and principles, which enhanced my understanding of what makes a user-friendly product.

One key lesson I’ve learned is the importance of considering the physical constraints of different devices during the design phase. For instance, I overlooked elements such as the camera notches on Android devices and the top bar on iPhones, which led to parts of the design looking awkward on some screens. This has been a valuable lesson, and in future projects, I will prioritize device-specific design considerations to ensure a seamless user experience across platforms.
Key Learnings
UX Design process
Empathizing with users, conducting user research, creating personas, prototyping, usability testing, creating mock-up and high-fidelity prototype.
Figma
Learned the basics of creating a Figma Design. Understand how to create assets, design sheets, mockups, animations, prototype in Figma
UX DEsign Principles
Understand and applly UX design principles and philosophies, such as Gestalt's Principles, Color Theory, Typography & Iconography.
Research
Understand how to conduct user research, creating personas, conducting usability unmoderated and moderated usability study. Drawing insights from research and feedbacks.