CASE STUDY / 02FIVE-DAY DESIGN SPRINT

GALLERYPAL

A museum guide for people who want the story—not a lecture.

GalleryPal lets visitors recognize an artwork and choose the kind of context they want, without stepping out of the gallery moment.

Original GalleryPal welcome screen in an iPhone mockup
GalleryPal recognizing an artwork inside a museum
LIVE / IN GALLERYPOINT · RECOGNIZE · CHOOSE
RoleSolo UX/UI designer
Timeline5-day design sprint
ScopeResearch → prototype → test
ContextOn-site museum visitors
01
The challengeContext without interruption

The artwork is right there. The meaning can still feel out of reach.

Museum visitors often want more than a title and date, but traditional labels, tours, and web searches can overwhelm the moment instead of opening it up.

THE PROBLEM

Visitors can enjoy a work while still feeling they are missing the artist's intent, technique, or cultural context. Finding that information usually means reading a dense label or leaving the gallery experience to search online.

THE CONSTRAINT

The solution had to be useful in seconds, work while standing in front of the art, and give control back to the visitor rather than becoming another guided tour.

HOW MIGHT WEHelp museum visitors understand and connect with art—without disrupting the visit?
01Glanceable

Useful in a crowded gallery and readable at a glance.

02Visitor-led

Let curiosity choose the depth and type of content.

03Situated

Keep attention anchored to the physical artwork.

02
UnderstandResearch inside the museum context

Visitors didn’t ask for more information. They asked for a better way into it.

Interview and survey synthesis, including a conversation with an experienced museum educator, revealed that the best guide is concise, optional, and aware of the space around it.

RESEARCH INPUTS
  • Visitor interviews
  • Museum educator interview
  • Survey synthesis
  • Jobs to be Done
  • Empathy mapping
01

Context creates connection

A short story or surprising detail can turn a passing glance into a memorable encounter.

02

The phone cannot become the exhibit

Information has to be brief, legible, and easy to leave so attention returns to the artwork.

03

Curiosity is personal

Some visitors want technique. Others want intent, history, or one useful fact. The interface must let them choose.

04

Pacing belongs to the visitor

A self-guided experience should support the museum visit without imposing the structure of a formal tour.

DESIGN THESIS

Give people one clear doorway into the artwork, then let them decide how far to go.
03
IdeateFive days, one critical moment

I treated recognition as the product—not just a feature.

The sprint centered on the second an artwork is detected. If that transition felt slow, confusing, or too dense, nothing after it would matter.

DAY 01

Map

Frame the problem and identify the in-gallery moment with the most value.

DAY 02

Sketch

Study adjacent products, run Crazy 8s, and explore the recognition screen.

DAY 03

Decide

Choose the AR overlay concept and storyboard the full interaction.

DAY 04

Prototype

Build a realistic scan-to-insight journey for testing.

DAY 05

Test

Observe where the experience connects—and where the concept needs to grow.

ARTIFACT / 01Crazy 8s
GalleryPal Crazy 8s sketches exploring artwork recognition layouts
Eight fast variations explored overlays, expandable panels, audio, and swipe-based navigation.
ARTIFACT / 02Solution sketch
GalleryPal three-panel solution sketch
Before, critical moment, and after: enter the guide, recognize the work, then save or share it.
04
StructureFrom map to moment

One clear arc: notice, scan, choose, keep.

The storyboard turned a broad museum-guide concept into a small, testable path with one decision at a time.

01Explore
Explore GalleryPal early wireframe
02Museum home
Museum home GalleryPal early wireframe
03Recognize
Recognize GalleryPal early wireframe
04Understand
Understand GalleryPal early wireframe
05Share
Share GalleryPal early wireframe
05
PrototypeThe in-gallery experience

The interface stays quiet until the artwork has something to say.

The prototype uses the camera as the canvas, reveals information progressively, and keeps audio, save, and share within reach.

01 / RECOGNIZE

Minimal framing keeps the camera focused on the room—not the interface.

02 / CHOOSE

Insight tabs let the visitor decide whether they want story, technique, intent, or context.

03 / REMEMBER

Save and share extend the encounter without cluttering the viewing moment.

01Welcome
Welcome screen from the original GalleryPal prototype
02Scan
Scan screen from the original GalleryPal prototype
03Detect
Detect screen from the original GalleryPal prototype
04Insights
Insights screen from the original GalleryPal prototype
05Share
Share screen from the original GalleryPal prototype
INTERACTIVE PROTOTYPEWalk through the original flow↗
06
Test + learnThree participants, one important pivot

The core interaction worked. The product boundary didn’t.

Think-aloud testing validated the scan-to-insight experience while exposing a need the original sprint had not designed for: accessing art away from the artwork.

3museum visitors tested
3/3completed the core flow
2/3asked for Browse mode
Validated

Scan-to-insight felt immediate

All three participants responded positively to recognizing a work and receiving context in place.

Validated

Tabs made depth optional

Participants understood the content categories and liked choosing between description, technique, intent, and context.

Opportunity

The experience needed a Browse mode

Two participants wanted to revisit artworks later or preview the collection without standing in front of a piece.

NEXT PRODUCT MOVE

The next version isn’t “more AR.” It’s more choice.

A Browse mode would let visitors preview the collection, revisit a favorite after leaving the gallery, and use GalleryPal even when scanning is not practical.

07
ReflectionWhat the sprint clarified

Designing for a place means designing around attention.

GalleryPal reinforced that the interface is only one part of the experience. Lighting, crowds, accessibility preferences, and the emotional pull of the artwork all shape what “simple” really means.

01

Build Browse mode

Turn the strongest testing request into a second path through the collection.

02

Test in the gallery

Validate scanning in dim light, crowded rooms, and at different viewing distances.

03

Expand access

Explore transcripts, low-audio environments, and non-camera ways to identify a work.

FIVE DAYS / ONE FOCUSED BET

A small amount of the right context can make an artwork feel much closer.