top of page
Artery Art Buying App Case Study

UX Research and Design

This app targets users who want to buy original art online, but have misgivings about the potential experience.

Jun 2021 - Sep 2021

phoneshot.jpg

The Problem

Traditionally, online art shopping gives customers little insight into the accurate color, relative size, and details of a piece of art. The alternative (art galleries) takes too high of a cut from the artists.

The Goal

Create an artist-friendly online original art-buying experience that makes art buyers feel comfortable enough to make a confident purchase by providing adequate information.

Empathizing With the User

User Research

User Personas

Problem Statements

User Journey Maps

User Research Summary

I conducted a competitive audit and identified trends and typical feature sets of sites that sell original artwork. Then I interviewed 5 users that buy art online and from galleries. I learned about their experiences, likes, and frustrations. This helped me identify app features that would differentiate my product from others doing business in the same space.

User Pain Points

Accurate Online Representations of Artwork

Users worry that what is represented online won't accurately reflect colors and the in-person aesthetic of the piece.

Shipping Worries

The shipping process is fraught with peril, and sometimes art that is considered priceless to the owner can be damaged.

Price Point

Auctions can pit buyers against one another resulting in paying more than a piece is worth.

Return Policies

Return policies from art galleries are inflexible. This is a problem when you order art that you haven't seen in real life.

User Personas
sam.png
beatrice.png
User Journey Map

Identified ways in which a digital buying experience could improve the overall art-buying experience.

journey-map.png
Starting the Design

Paper Wireframes

Digital Wireframes

Low-fidelity Prototype

Usability Studies

Paper Wireframes
The intial goal was to help users quickly find art they'd be interested in buying. Exploration through paper wireframing surfaced several ideas for implementation.
Google UX Design Certificate - Portfolio Project 1 - Case study slide deck [Template] (10)
Digital Wireframing
The goal of the home screen was to spark an immediate interest in the art inventory, and also to introduce the product's value prosition in the very first user interaction.
Screen Shot 2021-11-09 at 3.45.45 PM.png

Immediately introduce value proposition

Category-based

browsing to help users find art they like

Low-fidelity Prototype
The user flow and navigation were established. A hierarchical structure was created with painting detail page subordinate to search results and browsing pages. A moderated usability session was conducted with 4 users.
Screen Shot 2021-11-09 at 3.56.00 PM.png
Usability Study Findings

Round 1 Findings

1. Navigation is too complex

2. Users don't understand why an account

is necessary

Round 2 Findings

1. The process of listing your artwork is

uninformative and unofficial

2

2. Hamburger menu is not necessary

3. Users struggle to navigate home

Refining the Design

Mockups

High-fidelity Prototype

Accessibility Audit

Mockups
Users preferred a bright and clean background with a simplified layout when compared to the approach of using white cards on a gray background.

Before usability study

After usability study

Screen Shot 2021-11-09 at 5.37.02 PM.png
Screen Shot 2021-11-09 at 5.44.27 PM.png
High-fidelity Prototype
Screen Shot 2021-11-09 at 7.04.44 PM.png
Accessibility Considerations

All text meets WCAG contrast standards and size standards (4.5:1 text to background value ratio, sized at least 14pt for bold and 16pt for non bold text)

Large image viewer on art detail pages

Limited motion in navigation for users who are motion sensitive

Impact

"This is a great product... My illustration work is all for publication, and I can use this to sell the originals that I still own rights to without taking a hit from a gallery."

Garth Bruner, Artist

garth_2x.png
bottom of page