Xinyu Liu

Chat with Art: To design a user-centred mobile app for the National Gallery of Victoria

Abstract

 

This research project investigates how we may improve the experiences of young adults at the National Gallery of Victoria (NGV) through the design of a smartphone application. Through the method of the user-centred design, I look at the needs and attitudes of young adults in the gallery context, using this to inform a practice-based investigation to iteratively design the smartphone app.
The results of this project are the design proposition of a new NGV app and a series of insights to do with how we may cater to the needs of young adults and enhance their gallery experiences during their visit—interactions which are made possible by smartphones integrated into their visit.

  • The purpose of this phase was to explore and understand the current issues between NGV and young adults. Also, aiming at these issues pointed out my proposal. This phase revealed how NGV app design lack the relationship with young visitors, which induced they rare use this app.
  • The purpose of this phase was to explore and understand the current issues between NGV and young adults. Also, aiming at these issues pointed out my proposal. This phase revealed how NGV app design lack the relationship with young visitors, which induced they rare use this app.

  • The research results of phase 2 are based on the pain points raised in phase 1. The consequence of the questionnaire provided some significant user experience, thoughts of the current NGV app using. After studying and analysing the existing problems, the second stage was dedicated to showing the highlights of my app design through visual methods such as illustrations and wireframes. Also, carried out analysis and thinking around this design.
  • The research results of phase 2 are based on the pain points raised in phase 1. The consequence of the questionnaire provided some significant user experience, thoughts of the current NGV app using. After studying and analysing the existing problems, the second stage was dedicated to showing the highlights of my app design through visual methods such as illustrations and wireframes. Also, carried out analysis and thinking around this design.

  • The final stage was major to complete the prototype design and obtain the real data from the experience through user testing to determine whether the design direction was correct or not and to optimize and modify the useless part of the design. Discovered the design more convincingly through the perspective of the experiencer. To discover the blind spots in the design concept more convincingly through the perspective of the interviewees.
  • The final stage was major to complete the prototype design and obtain the real data from the experience through user testing to determine whether the design direction was correct or not and to optimize and modify the useless part of the design. Discovered the design more convincingly through the perspective of the experiencer. To discover the blind spots in the design concept more convincingly through the perspective of the interviewees.

  • Artefacts

  • Select Bibliography

     

    1. Bucholtz, M, 2000, “Language and Youth Culture”, American Speech, vol. 75, no. 3, pp 280-283.

    2. Karen, H & Gianna, M, 2019, “For Me or Not for Me? Exploring Young Adults”, Museum Representations, Leisure Sciences, vol. 41, no. 6, Routledge, 2019, pp. 516–34.

    3. Li, R.Y. & Liew, A.W. 2015, "An interactive user interface prototype design for enhancing on-site museum and art gallery experience through digital technology", Museum Management and Curatorship, vol. 30, no. 3, pp. 208.