Konstruct

AR city-wide outdoor gallery app



Role: UX Designer & User Researcher
Duration: October 2019–January 2020 (4 months)
Team: Catarina Allen, Blenda Fröjdh, Sebastian Porling


The Design Brief 📝

How might we weave the threads within the social fabric?


We employed the double diamond model to find ways where technology might be used to strengthen our ‘social fabric’: a metaphor for how individuals interact within a community.


The Discover Phase 🤔


To gather insights around this brief, we conducted two brainstorming sessions: the first to ideate communities to explore and the second to ideate what factors, subjects and areas of interest connect people.

We precised our brief:

How might we use technology to connect people to artists and their art?


We sought out artists, art consumers and non-art consumers, as well as the spaces we would naturally find them in. Over one week, we conducted passive ethnographic observation in art galleries, museums, art schools, public spaces and libraries.

After conducting semi-structured interviews with ten non-art consumers and three artists, we held bodystorming sessions throughout the places we visited in our observation to ideate around our new, precised brief.


The Define Phase💡



We collated our findings and ideas into an affinity diagram. This led us to create three personas: Björn the frequent art consumer, Ylva the upcoming artist and Thorborg the art student.

From our personas, we conducted sessions of boundary shifting, future workshops and an adapted version of 6-3-5 brainwriting to individually and collaboratively come up with a variety of solutions. 
 

The Develop Phase 🧑‍🎨


We put our solutions to paper through interface sketching. After several sessions, discussions and critique, we consolidated all of our ideas into one solution and a conceptual model.

We imagined how our solution would play out in the real world in the context of our prototype through task-based future scenarios. These scenarios consisted of the key interactions of our model.


The Deliver Phase 🪄



Using Figma, we created an interactive prototype that showed the key interactions of our model. Our prototype was purpose-made to follow our scenarios to be demonstrateed in a concept video (see top of page). We made this video precisely to be able to later evaluate our idea with our target users.


The Outcome 🖼
Given this was our first cycle of the double diamond, we decided to evaluate our video concept through a focus group. We randomly asked three art students at Swedish Royal Institute of Art to participate.

Through our discussions, we evaluated our design vision and our conceptual model together. The art students understood the solution as a way for artists to get their work to the public and for the public to connect to them.

Our evaluation confirmed that we were on the right track with our solution.


We received plenty of valuable feedback and insights from our evaluation, ready to be fed into a second iteration of the double diamond model.


The Three Takeaways 🌟
  1. This project taught me what it means to be a reflective designer. We questioned our method choices every step of the way and adapted them where needed.

  2. It is okay to find out later in the process that we need to revisit an earlier method or go back in the design thinking process. It makes for a richer and more user-grounded solution.

  3. Ideas are fickle and it is very easy to have an idea dominate in the team, negatively influencing ideation and reducing idea diversity. Avoid giving critique or feedback immediately before or after any ideation.