GalleryPal
Explore Art. Personally.
GalleryPal
Explore Art. Personally.
GalleryPal
Explore Art. Personally.



GalleryPal enhances the art gallery experience with audio tours, artwork details, and curated paths, helping visitors engage more deeply and transform a passive walk into an immersive journey.
GalleryPal enhances the art gallery experience with audio tours, artwork details, and curated paths, helping visitors engage more deeply and transform a passive walk into an immersive journey.
Overview & Context
Project Type
Personal project completed through a GV Design Sprint.
Scope
Defined a target persona, conducted a competitive analysis, mapped a user flow, created both low- and high-fidelity mockups, and ran usability testing.
My Role
UX/UI Designer, responsible for research, design, and testing.
Duration
5 days
Overview & Context
Project Type
Personal project completed through a GV Design Sprint.
Scope
Defined a target persona, conducted a competitive analysis, mapped a user flow, created both low- and high-fidelity mockups, and ran usability testing.
My Role
UX/UI Designer, responsible for research, design, and testing.
Duration
5 days
Overview & Context
Project Type
Personal project completed through a GV Design Sprint.
Scope
Defined a target persona, conducted a competitive analysis, mapped a user flow, created both low- and high-fidelity mockups, and ran usability testing.
My Role
UX/UI Designer, responsible for research, design, and testing.
Duration
5 days
Context
As part of the Springboard UX Design Career Track, I conducted a modified Google Ventures (GV) Design Sprint to ideate and prototype a mobile application called GalleryPal. This interactive app enhances the in-person art gallery experience by offering guided exploration, deeper artwork insights, and personalized features.
Context
As part of the Springboard UX Design Career Track, I conducted a modified Google Ventures (GV) Design Sprint to ideate and prototype a mobile application called GalleryPal. This interactive app enhances the in-person art gallery experience by offering guided exploration, deeper artwork insights, and personalized features.
Context
As part of the Springboard UX Design Career Track, I conducted a modified Google Ventures (GV) Design Sprint to ideate and prototype a mobile application called GalleryPal. This interactive app enhances the in-person art gallery experience by offering guided exploration, deeper artwork insights, and personalized features.
Problem
Visiting galleries can often feel passive or overwhelming, especially for casual art viewers. Many visitors lack context about what they are viewing and miss out on meaningful engagement.
Problem
Visiting galleries can often feel passive or overwhelming, especially for casual art viewers. Many visitors lack context about what they are viewing and miss out on meaningful engagement.
Problem
Visiting galleries can often feel passive or overwhelming, especially for casual art viewers. Many visitors lack context about what they are viewing and miss out on meaningful engagement.
Solution
GalleryPal provides users with an immersive and interactive gallery experience through features such as smart navigation, audio guides, artwork scanning, and custom tour recommendations.
Solution
GalleryPal provides users with an immersive and interactive gallery experience through features such as smart navigation, audio guides, artwork scanning, and custom tour recommendations.
Solution
GalleryPal provides users with an immersive and interactive gallery experience through features such as smart navigation, audio guides, artwork scanning, and custom tour recommendations.
Role
I led and executed all phases of the sprint, including user journey mapping, sketching, prototyping, and usability testing, while incorporating feedback and reflections throughout.
Role
I led and executed all phases of the sprint, including user journey mapping, sketching, prototyping, and usability testing, while incorporating feedback and reflections throughout.
Role
I led and executed all phases of the sprint, including user journey mapping, sketching, prototyping, and usability testing, while incorporating feedback and reflections throughout.
Design Approach
Design Approach
Design Approach



Day 1 — Understand & Map
I began by defining the user and mapping out their journey. The target user was “Angela,” a casual art enthusiast looking to connect more deeply with art during a gallery visit. To better understand these challenges, I conducted user research through surveys and interviews. I identified two primary user personas.
Day 1 — Understand & Map
I began by defining the user and mapping out their journey. The target user was “Angela,” a casual art enthusiast looking to connect more deeply with art during a gallery visit. To better understand these challenges, I conducted user research through surveys and interviews. I identified two primary user personas.
Day 1 — Understand & Map
I began by defining the user and mapping out their journey. The target user was “Angela,” a casual art enthusiast looking to connect more deeply with art during a gallery visit. To better understand these challenges, I conducted user research through surveys and interviews. I identified two primary user personas.



User Goal:
Have a richer, more interactive gallery experience.
Map:
Arrives at the gallery
Downloads GalleryPal
Opens app and selects location
Follows interactive map to exhibits
Scans artwork to access details/audio
Favorites pieces, adds reflections
Receives tour suggestions based on interests
Leaves with saved journey and content
User Goal:
Have a richer, more interactive gallery experience.
Map:
Arrives at the gallery
Downloads GalleryPal
Opens app and selects location
Follows interactive map to exhibits
Scans artwork to access details/audio
Favorites pieces, adds reflections
Receives tour suggestions based on interests
Leaves with saved journey and content
User Goal:
Have a richer, more interactive gallery experience.
Map:
Arrives at the gallery
Downloads GalleryPal
Opens app and selects location
Follows interactive map to exhibits
Scans artwork to access details/audio
Favorites pieces, adds reflections
Receives tour suggestions based on interests
Leaves with saved journey and content
Day 2 — Sketching
Step 1: Lightning Demos
I drew inspiration from:
• Smartify (art scanning + audio guide)
• Google Arts & Culture (immersive storytelling)
• Duolingo (gamification for learning engagement)
Artifact: Screenshots and notes from demos included
Step 2: Crazy 8s
Focused on the most critical screen, the artwork detail screen, and explored eight layout variations including:
• Full-screen image with swipeable info cards
• Vertical scroll with collapsible sections
• Simple design with large audio button
Day 2 — Sketching
Step 1: Lightning Demos
I drew inspiration from:
• Smartify (art scanning + audio guide)
• Google Arts & Culture (immersive storytelling)
• Duolingo (gamification for learning engagement)
Artifact: Screenshots and notes from demos included
Step 2: Crazy 8s
Focused on the most critical screen, the artwork detail screen, and explored eight layout variations including:
• Full-screen image with swipeable info cards
• Vertical scroll with collapsible sections
• Simple design with large audio button
Day 2 — Sketching
Step 1: Lightning Demos
I drew inspiration from:
• Smartify (art scanning + audio guide)
• Google Arts & Culture (immersive storytelling)
• Duolingo (gamification for learning engagement)
Artifact: Screenshots and notes from demos included
Step 2: Crazy 8s
Focused on the most critical screen, the artwork detail screen, and explored eight layout variations including:
• Full-screen image with swipeable info cards
• Vertical scroll with collapsible sections
• Simple design with large audio button
Crazy 8's Sketches
Crazy 8's Sketches
Crazy 8's Sketches



Step 3: Solution Sketch
Created a 3-panel storyboard:
1. Gallery intro screen
2. Gallery map with artworks listed below
3. Artwork detail screen with image, title, audio guide, and curator notes
Step 3: Solution Sketch
Created a 3-panel storyboard:
1. Gallery intro screen
2. Gallery map with artworks listed below
3. Artwork detail screen with image, title, audio guide, and curator notes
Step 3: Solution Sketch
Created a 3-panel storyboard:
1. Gallery intro screen
2. Gallery map with artworks listed below
3. Artwork detail screen with image, title, audio guide, and curator notes



Day 3 — Decide & Storyboard
Drawing a storyboard of the user’s entire experience ensures that the solution chosen is not only desirable for the user but also feasible to build as a native mobile app experience.
7-Panel Storyboard
The storyboard outlines a complete and realistic user flow that a first-time visitor would experience when using GalleryPal during a museum visit. Each panel represents a key screen that supports a smooth and intuitive interaction.
1. QR Code Scan: The user scans a QR code displayed at the museum entrance to access the GalleryPal app.
2. GalleryPal Sign-In Screen: After scanning, the user is taken to a sign-in screen with options to sign in, create an account, or continue as a guest.
3. Art Museum Title Page: Once inside the app, the user is welcomed with a title screen showcasing the featured museum and current exhibitions.
4. Galleries List Page: The user views a list of different galleries within the museum, each with a title, brief description, and entry point.
5. Gallery Title Page: Upon selecting a gallery, the user sees a title screen introducing the gallery’s theme, time period, or type of art.
6. Selected Gallery Map: A visual map of the selected gallery appears, allowing the user to explore artwork locations and navigate through the space.
7. Artwork Info Screen: The user taps on an artwork pin or scans a nearby code, revealing a detailed artwork page with an image, artist name, short description, and optional audio guide.
This 7-panel flow established the foundation for prototyping and testing the app’s most essential functionality, ensuring that users like Angela could easily access meaningful context during their visit.
Day 3 — Decide & Storyboard
Drawing a storyboard of the user’s entire experience ensures that the solution chosen is not only desirable for the user but also feasible to build as a native mobile app experience.
7-Panel Storyboard
The storyboard outlines a complete and realistic user flow that a first-time visitor would experience when using GalleryPal during a museum visit. Each panel represents a key screen that supports a smooth and intuitive interaction.
1. QR Code Scan: The user scans a QR code displayed at the museum entrance to access the GalleryPal app.
2. GalleryPal Sign-In Screen: After scanning, the user is taken to a sign-in screen with options to sign in, create an account, or continue as a guest.
3. Art Museum Title Page: Once inside the app, the user is welcomed with a title screen showcasing the featured museum and current exhibitions.
4. Galleries List Page: The user views a list of different galleries within the museum, each with a title, brief description, and entry point.
5. Gallery Title Page: Upon selecting a gallery, the user sees a title screen introducing the gallery’s theme, time period, or type of art.
6. Selected Gallery Map: A visual map of the selected gallery appears, allowing the user to explore artwork locations and navigate through the space.
7. Artwork Info Screen: The user taps on an artwork pin or scans a nearby code, revealing a detailed artwork page with an image, artist name, short description, and optional audio guide.
This 7-panel flow established the foundation for prototyping and testing the app’s most essential functionality, ensuring that users like Angela could easily access meaningful context during their visit.
Day 3 — Decide & Storyboard
Drawing a storyboard of the user’s entire experience ensures that the solution chosen is not only desirable for the user but also feasible to build as a native mobile app experience.
7-Panel Storyboard
The storyboard outlines a complete and realistic user flow that a first-time visitor would experience when using GalleryPal during a museum visit. Each panel represents a key screen that supports a smooth and intuitive interaction.
1. QR Code Scan: The user scans a QR code displayed at the museum entrance to access the GalleryPal app.
2. GalleryPal Sign-In Screen: After scanning, the user is taken to a sign-in screen with options to sign in, create an account, or continue as a guest.
3. Art Museum Title Page: Once inside the app, the user is welcomed with a title screen showcasing the featured museum and current exhibitions.
4. Galleries List Page: The user views a list of different galleries within the museum, each with a title, brief description, and entry point.
5. Gallery Title Page: Upon selecting a gallery, the user sees a title screen introducing the gallery’s theme, time period, or type of art.
6. Selected Gallery Map: A visual map of the selected gallery appears, allowing the user to explore artwork locations and navigate through the space.
7. Artwork Info Screen: The user taps on an artwork pin or scans a nearby code, revealing a detailed artwork page with an image, artist name, short description, and optional audio guide.
This 7-panel flow established the foundation for prototyping and testing the app’s most essential functionality, ensuring that users like Angela could easily access meaningful context during their visit.



Day 4 — Prototype
To prepare for usability testing, I built a lean, functional prototype that focused on the app’s core experience. The goal was to work quickly while still creating a realistic and testable version of the product.
I translated my storyboard into a high-fidelity, clickable prototype, focusing on the key user flow: onboarding, exploring the gallery map, viewing artwork details, and receiving personalized recommendations. These screens were designed to reflect the most critical interactions for users like Angela, who want quick, meaningful insights during a museum visit.
The final prototype served as a focused simulation of how GalleryPal would work in the real world, offering just enough depth and interactivity to gather useful feedback from testers.
Day 4 — Prototype
To prepare for usability testing, I built a lean, functional prototype that focused on the app’s core experience. The goal was to work quickly while still creating a realistic and testable version of the product.
I translated my storyboard into a high-fidelity, clickable prototype, focusing on the key user flow: onboarding, exploring the gallery map, viewing artwork details, and receiving personalized recommendations. These screens were designed to reflect the most critical interactions for users like Angela, who want quick, meaningful insights during a museum visit.
The final prototype served as a focused simulation of how GalleryPal would work in the real world, offering just enough depth and interactivity to gather useful feedback from testers.
Day 4 — Prototype
To prepare for usability testing, I built a lean, functional prototype that focused on the app’s core experience. The goal was to work quickly while still creating a realistic and testable version of the product.
I translated my storyboard into a high-fidelity, clickable prototype, focusing on the key user flow: onboarding, exploring the gallery map, viewing artwork details, and receiving personalized recommendations. These screens were designed to reflect the most critical interactions for users like Angela, who want quick, meaningful insights during a museum visit.
The final prototype served as a focused simulation of how GalleryPal would work in the real world, offering just enough depth and interactivity to gather useful feedback from testers.



Check out the GalleryPal prototype!
Check out the GalleryPal prototype!
Day 5 — Test
Usability Testing
Participants: I recruited five participants between the ages of 22–34 who regularly visit museums or galleries in major cities. All were smartphone users with a high comfort level navigating mobile apps. Most had a casual interest in art and preferred visiting museums solo or in small groups, often as part of weekend plans or creative inspiration outings.
Findings
1. Desire for Context: All participants said they often feel “under-informed” when looking at art and appreciated that the app offered quick context without being overwhelming.
2. Audio Guide Was a Favorite Feature: The audio guide functionality was consistently mentioned as “easy to use” and “a great way to feel more connected to the art.”
3. Clear Interest in Saving Favorites: Participants loved being able to “save” pieces to a personal collection. One noted, “This would be great for remembering what I liked later or sharing with a friend.”
4. Navigation Was Intuitive: Users found it easy to move between screens, locate the audio feature, and return to the gallery map. Having a consistent bottom navigation helped with confidence and orientation.
5. Missing Information: A few participants wanted to know how long the audio segments were before playing them, especially if they were short on time.
6. Social Integration Asked For: Two participants said they would love to share saved artwork or moments directly to Instagram or messaging apps.
7. Overall Impression: All users said the app would make museum visits feel more purposeful and personal. One user said, “It’s like having a mini curator in your pocket.”
Day 5 — Test
Usability Testing
Participants: I recruited five participants between the ages of 22–34 who regularly visit museums or galleries in major cities. All were smartphone users with a high comfort level navigating mobile apps. Most had a casual interest in art and preferred visiting museums solo or in small groups, often as part of weekend plans or creative inspiration outings.
Findings
1. Desire for Context: All participants said they often feel “under-informed” when looking at art and appreciated that the app offered quick context without being overwhelming.
2. Audio Guide Was a Favorite Feature: The audio guide functionality was consistently mentioned as “easy to use” and “a great way to feel more connected to the art.”
3. Clear Interest in Saving Favorites: Participants loved being able to “save” pieces to a personal collection. One noted, “This would be great for remembering what I liked later or sharing with a friend.”
4. Navigation Was Intuitive: Users found it easy to move between screens, locate the audio feature, and return to the gallery map. Having a consistent bottom navigation helped with confidence and orientation.
5. Missing Information: A few participants wanted to know how long the audio segments were before playing them, especially if they were short on time.
6. Social Integration Asked For: Two participants said they would love to share saved artwork or moments directly to Instagram or messaging apps.
7. Overall Impression: All users said the app would make museum visits feel more purposeful and personal. One user said, “It’s like having a mini curator in your pocket.”
Day 5 — Test
Usability Testing
Participants: I recruited five participants between the ages of 22–34 who regularly visit museums or galleries in major cities. All were smartphone users with a high comfort level navigating mobile apps. Most had a casual interest in art and preferred visiting museums solo or in small groups, often as part of weekend plans or creative inspiration outings.
Findings
1. Desire for Context: All participants said they often feel “under-informed” when looking at art and appreciated that the app offered quick context without being overwhelming.
2. Audio Guide Was a Favorite Feature: The audio guide functionality was consistently mentioned as “easy to use” and “a great way to feel more connected to the art.”
3. Clear Interest in Saving Favorites: Participants loved being able to “save” pieces to a personal collection. One noted, “This would be great for remembering what I liked later or sharing with a friend.”
4. Navigation Was Intuitive: Users found it easy to move between screens, locate the audio feature, and return to the gallery map. Having a consistent bottom navigation helped with confidence and orientation.
5. Missing Information: A few participants wanted to know how long the audio segments were before playing them, especially if they were short on time.
6. Social Integration Asked For: Two participants said they would love to share saved artwork or moments directly to Instagram or messaging apps.
7. Overall Impression: All users said the app would make museum visits feel more purposeful and personal. One user said, “It’s like having a mini curator in your pocket.”
Plan For Next Steps
1. Add estimated audio duration below each guide title.
2. Introduce social sharing for saved pieces or favorites.
3. Explore the option to preview collections post-visit (like a digital souvenir).
4. Add “Next Nearby Artwork” button after completing one piece.
Plan For Next Steps
1. Add estimated audio duration below each guide title.
2. Introduce social sharing for saved pieces or favorites.
3. Explore the option to preview collections post-visit (like a digital souvenir).
4. Add “Next Nearby Artwork” button after completing one piece.
Plan For Next Steps
1. Add estimated audio duration below each guide title.
2. Introduce social sharing for saved pieces or favorites.
3. Explore the option to preview collections post-visit (like a digital souvenir).
4. Add “Next Nearby Artwork” button after completing one piece.
What I Learned
Testing with real users showed that GalleryPal met a clear need: helping visitors feel more engaged without requiring deep art knowledge. The GV sprint structure kept me focused on solving a real user frustration in just five days. I learned that simplicity, clarity, and emotional connection matter more than feature overload. Even small moments, like saving a favorite or listening to a short audio clip, can make a big difference in the gallery experience.
What I Learned
Testing with real users showed that GalleryPal met a clear need: helping visitors feel more engaged without requiring deep art knowledge. The GV sprint structure kept me focused on solving a real user frustration in just five days. I learned that simplicity, clarity, and emotional connection matter more than feature overload. Even small moments, like saving a favorite or listening to a short audio clip, can make a big difference in the gallery experience.
What I Learned
Testing with real users showed that GalleryPal met a clear need: helping visitors feel more engaged without requiring deep art knowledge. The GV sprint structure kept me focused on solving a real user frustration in just five days. I learned that simplicity, clarity, and emotional connection matter more than feature overload. Even small moments, like saving a favorite or listening to a short audio clip, can make a big difference in the gallery experience.
Thank you for reading!
Thank you for reading!
Thank you for reading!
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