Curate

UX/UI Design

This project was designed for  Google's UX Design Certificate course

Interface and user design for an app that allows artists, curators, and art buyers to participate in a free market trade, investment, and selling of art.

Project link
the problem

Different users required a broad approach

To design an inclusive app that would make art market more accessible, I had to consider the different roles and goals people may have. On one hand, there were individual artists creating and selling digital art and  NFTS, and on the other, there were curators and gallerists packaging unsold artworks. Additionally, there were users who fell in-between: the art lovers who wanted to partake in both digital and physical transactions but didn't know how.

While tinkering with a solution, these are a few roadblocks I stumbled upon:

Variety of users.  I wanted this app to be useful and accessible. The demographics for the app included independent or novice artists, hobbyists or art lovers, and even art gallerists or curators from prominent institutions.

Controlled Settings. Since this project was part of a certificate program, I had few opportunities to test if my design would be a viable product that would effectively address real issues.

CHALLENGE

How can we provide users with enough knowledge and resources so that they make the best decision when buying, investing, or selling artwork?

RESEARCH

Targetting a younger generation

Buying or investing in art has been predominantly associated with an older demographics, millennials and GenZ have slowly started to change that perception. They make up about 40% of the art market, making most purchases online.

My goal was to welcome a new wave of younger investors and to make buying art more inclusive for all, regardless of age or socio-economic status. wanted to create an app not just art lovers, but also for professionals in the industry—artists, gallerists, and auctioneers.  

USER PERSONAS AND NEEDS

User empathy map that lists out user needs, tasks, frustrations, and motivations.
0.1 General user persona. This persona takes into account different types of users: buyers, sellers, and art enthusiasts.
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Despite the wide range of users, they all shared key pain points:

DESIGN EXPLORATIONS

1. DECLUTTERING NAVIGATION

Making it easier to find everything you need

I broke down the design into three main user flows: buying, selling, and investing. However, I also wanted to include features that would expose users to more art via exhibitions, auctions, and art fairs.

The Home Screen functioned as an entry point. From home, users could choose how they wanted to use the app—to sell, buy, or invest.
Home also provided users with the opportunity to check out latest exhibitions or auctions (in person or online).

Early iterations of the design began with a sign-up screen. However, a sign up screen made the app seem exclusive and unapproachable. In some ways, it was already dictating to users how they should approach and use the app.

Yet, removing the signup screen could make it difficult to store user input, so I gave users the option of creating an account, where they could create profiles and interact with others, or explore the app as guests.

Mockups of app screens. The screens show how various ways users can learn more about artists and the paintings they wish to purchase.

2. GIVING USERS ACCESS TO KNOWLEDGE

Provide first time art buyers with the right tools to make good investments.

Throughout the research process, I noticed how little educational material was available for people buying art for the first time.

How and where do you buy art? How do you know what to buy? Who do you speak to? What are benefits of buying at auction?

First time art buyers often face doubt and apprehension before buying, but providing them with a learning tools and options some of the anxiety would be lessened.

App screen of investment learning center on curate app
0.2 App screen of learning center. It teaches first time art buyers how to invest.
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2. CONSULTING THE PROFESSIONALS

Connecting buyers and sellers to the right people

Another key aspect of the design was to bridge the gap between buyers and sellers. While most apps allow users to sell art, there is no assurance for buyers. There is no credibility in what is being sold and if it is priced correctly.

I wanted to provide buyers with security in what they were purchasing while helping sellers get a fair price for their art work.

To do this, I included features that allowed users to connect with curators, appraisers, and other professionals in the field that would guide them in their transactions.

Additional feature: Building communities

Additional features for this app included a community section which allowed novice or unknown artists to sell their work.

Many new artists fail to sell at auctions because their work is not well known. Sadly, many paintings sit in storage until they are sold along with another painting. Allowing new artists with no affiliation to sell their paintings on their own terms would boost their careers by getting their work out to public and increasing their range .

Additionally, it would give them control over their artwork's value while allowing them to receive a higher percent of income from each sale. This feature would level out the playing field in the art industry.

The community feature on the app would help artists connect with other professionals in the industry that could be a valuable resource and ally during any point in their career.

Accessibility

Buttons, Text, and Audio

Creating this project really made me think about how we experience art— it’s mostly visual. In fact, it’s the only sense we use to experience art. However, to make the experience of viewing, buying, and investing in art, I needed to go beyond the traditional mental model. 

It was a challenge to think of what other ways can people experience art. During the research process, I read about how some museums are creating  3D maps of the paintings. These maps offer a tactile experience for users because they can touch and feel the map of the painting and therefore know what it is. 

However, desktop and mobile platforms cannot offer this experience. So, I turned to writing and sound. To solve this, I made painting descriptions not just boring dry cut explanations. Instead, I described the materiality of each painting, beyond the size of canvas and color. 

Additionally, I wanted to make sure that this app was accessible to everyone and that includes individuals with motor skills. This was something I really wanted to push for with the design after reading about artists with motor disabilities breaking barriers in the art making practices. 

Thumb zone heat map of the app's interface.
retrospective

Make art more accessible

Traditional art in museums is mostly seen and observed. There are few art pieces, unless audio visual installations, that offer different forms of experiencing art. So, how can we help others see art in a different way. Part of that answer lies in the artist. Yet, the other part is up to museums to make art more interactive for its patrons. During the research phase, I learned how some museums are helping people with vision disabilities "see" art. They have resorted to 3D printing replicas of art to allow people with vision disabilities interact with the artwork. Additionally, artists have taken up this challenge by creating artwork with braille included.

These pieces of information inspired me to continue exploring different ways to welcome users to engage with not just an art piece but a product. How can users interact with products far beyond a screen.   With new technologies available, I would like to explore more about how to further enhance the user experience of viewing and making art.