Reimagining how art is shared and nurturing meaningful connections among creators and enthusiasts alike.

Role

UX Design, User research, Wireframing, Prototyping, Usability testing

Team

3 Designers

Timeline

Feb-May 2022

Project Type

Academic

Weather app image

Reimagining how art is shared and nurturing meaningful connections among creators and enthusiasts alike.

Role

UX Design, User research, Wireframing, Prototyping, Usability testing

Team

3 Designers

Timeline

Feb-May 2022

Project Type

Academic

Weather app image
Weather app image

Reimagining how art is shared and nurturing meaningful connections among creators and enthusiasts alike.

Role

UX Design, User research, Wireframing, Prototyping, Usability testing

Timeline

Aug-Nov 2023

Project Type

Academic

Team

Feb-May 2022

Context

The Way We Share Art Has Changed

The Way We Share Art Has Changed

With social media at our fingertips, discovering art has never been easier. Galleries and museums are no longer the gatekeepers of the art experience—it’s all available in a personalized, scrollable feed. However as digital consumption rises, physical art spaces are seeing fewer visitors. Since the early 2000s, attendance at museums, galleries, and fairs, especially among young people, has steadily declined. But this shift raises an important question: What’s the trade-off for this convenience? More importantly, how is it reshaping the way artists share, monetize, and connect with their audiences?

The Problem

Artists and The Algorithm Rat Race

Artists and The Algorithm Rat Race

The world of social media isn’t necessarily one artists sought out; it’s one they found themselves thrusted into, reluctantly navigating . In today’s online landscape, independent artists feel pressured to constantly compete with shifting algorithms just to share their work and stay relevant, a struggle that can often dampen their motivation to create.

Initially, I wanted to address this problem by designing an entirely new experience—a way for art to be shared and discovered that wasn’t tied down by algorithms. But people don't just use social media because it's convenient—it’s part of how we connect. So, instead of working against it, what if I found a way to work with it? That’s where Beam comes in.

The Solution

Bridging The Digital and Physical

Bridging The Digital and Physical

Beam is a locative art-sharing platform that seamlessly blends the digital and physical, combining the discoverability of social media with the experience of encountering art in the real world. Through GPS and augmented reality, users can discover, explore, and upload digital art within physical spaces.

I believe that the novelty of galleries, museums, or street art lies in the spontaneity of what you’ll encounter—an experience that can often be far more memorable than simply scrolling through social media posts. Beam seeks to replicate this experience digitally.

The Challenge

Content Discovery

Content Discovery

In this case study, I will highlight one of my main responsibilities: ideating, researching, and designing the content discovery experience, specifically, how users navigate Beam's map interface to find relevant content.

User Research

Finding Our Target Audience

Finding Our Target Audience

We wanted to target young artists and enthusiasts. Initially, my priority was to see if this demographic would even be interested in Beam as an idea. So to gain a bit more insight, I surveyed over 100 potential users to understand things like their go-to social media platforms, preferred artistic mediums, and familiarity with augmented reality. Here’s what I found:

Research Takeaways:

  • 95% of respondents were between ages 16-24

  • 60% preferred Instagram as their primary art-sharing platform

  • 85% were familiar with AR and expressed interest in an AR art-sharing platform

  • 70% exclusively used digital painting and graphic design as their preferred medium

Additional information:

  • Respondents favored platforms that offered diverse content, facilitated connections with others, and supported the promotion of their work.

  • Most respondents voiced dissatisfaction with algorithms they perceived as exploitative, timelines that felt cluttered, and overly repetitive content.

Research Takeaways:

  • 95% of respondents were between ages 16-24

  • 60% preferred Instagram as their primary art-sharing platform

  • 85% were familiar with AR and expressed interest in an AR art-sharing platform

  • 70% exclusively used digital painting and graphic design as their preferred medium

Additional information:

  • Respondents favored platforms that offered diverse content, facilitated connections with others, and supported the promotion of their work.

  • Most respondents voiced dissatisfaction with algorithms they perceived as exploitative, timelines that felt cluttered, and overly repetitive content.

Research Takeaways:

  • 95% of respondents were between ages 16-24

  • 60% preferred Instagram as their primary art-sharing platform

  • 85% were familiar with AR and expressed interest in an AR art-sharing platform

  • 70% exclusively used digital painting and graphic design as their preferred medium

Additional information:

  • Respondents favored platforms that offered diverse content, facilitated connections with others, and supported the promotion of their work.

  • Most respondents voiced dissatisfaction with algorithms they perceived as exploitative, timelines that felt cluttered, and overly repetitive content.

Our surveyed users showed interest in Beam, but competing with platforms like Instagram and Twitter meant we had to stand out. To truly bridge that gap between the physical and digital, I needed a more interactive experience—that's when the idea of using a map clicked.

Wireframing

Designing For Discovery

Designing For Discovery

My initial idea was to have all uploaded artwork appear as markers on a map, displaying the title and artist's name. Users could bookmark locations for later viewing and share them with others. Once they found a piece that sparked their interest, they could then get directions to view it through AR on their mobile device.

Competitive Analysis

Rethinking my approach

Rethinking my approach

While refining the design, I realized my approach was somewhat one-dimensional. I wasn’t just creating a platform for sharing art—I was developing a navigational system for experiencing it. To guide me through the process, I needed stronger references to inform my decisions.

Thats when i decided to conduct a competitive analysis, focusing mostly on navigation apps with features I found tangential to Beam's goals. I wanted to understand how users interacted with them and identify potential pain points I could run into.

The primary challenges I identified among our competitors included GPS inaccuracies and unreliable search functionality. For instance, Geocache users frequently encountered misplaced cache locations, leading to wasted hours with no reward. Or how Apple Maps, while praised for its intuitive map interface, has many of its users turning to Google Maps when searching for the best rated dining spots or the nearest barbershop.

I kept these in mind going forward in anticipation that I would likely encounter similar problems.

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Initial Design

Focusing On Navigation

For the first iteration, I conducted an unmoderated usability test with 12 participants, maintaining a 3:2 ratio of art consumers to creators. I aimed to gather insights from both audiences to understand their perspectives on the design. This initial test focused on evaluating users' ability to navigate the map, locate markers, and share content.

Initial Results:

  • 4 out of 5 creators expressed interest in Beam as a platform, compared to 4 out of 7 consumers.

  • 40% of participants overall demonstrated a clear understanding of the map interface.

  • 60% of participants expressed the need for a more polished product before forming an opinion.

Additional information:

  • Many users wanted clarification about how long uploaded art could remain in any particular location, which is something we did not consider initially.

Initial Results:

  • 4 out of 5 creators expressed interest in Beam as a platform, compared to 4 out of 7 consumers.

  • 40% of participants overall demonstrated a clear understanding of the map interface.

  • 60% of participants expressed the need for a more polished product before forming an opinion.

Additional information:

  • There was some confusion regarding what the search button was for. Users were not always sure what it was supposed to help them find.

  • Many users wanted clarification about how long uploaded art could remain in any particular location, which is something we did not even initially consider.

Initial Results:

  • 4 out of 5 creators expressed interest in Beam as a platform, compared to 4 out of 7 consumers.

  • 40% of participants overall demonstrated a clear understanding of the map interface.

  • 60% of participants expressed the need for a more polished product before forming an opinion.

Additional information:

  • Many users wanted clarification about how long uploaded art could remain in any particular location, which is something we did not even initially consider.

The Final Design

Adapting to user feedback

Adapting to user feedback

Based on the initial test results, it was clear we had a lot of fires to put out. The feedback I received demonstrated that I was not effectively communicating Beam’s purpose to our users, especially the consumers. So here are the changes I implemented to tackle the problem.

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Notifications and time limits

I introduced time limits to prevent users from hoarding locations while also creating a sense of urgency to drive engagement. Users can set notifications to alert them before their uploaded art is removed. Additionally, this feature could help optimize server data management if integrated into code.

Navigation and sharing

The navigation and sharing features were enhanced, giving users a clearer, way to discover markers and share them with others.

Search functionality

An updated filtering system for users to search for artwork by category and distance.

Marker clusters

The final feature, clusters, was a bit experimental—designed for users to group multiple uploaded pieces into a single general location. While it wasn’t as polished as I had envisioned, I was still happy to see it implemented to some capacity.

Measuring Success

Measuring Success

I was able to conduct another unmoderated usability test with 10 users following our final iterations. These were our final results:

Final Results

  • 9 out of 10 participants reported increased satisfaction and improved clarity when using the map interface.

  • All 10 participants found that introducing time limits on uploaded content offered a fairer approach to user engagement.

  • 9 out of 10 participants found the enhanced search functionality significantly more effective for discovering content on the platform.

Final Results

  • Increased frequency of use: 80% of users said they would be willing to check in frequently and share information with their support network.

  • Improved user satisfaction: 90% of users found the check-in process easy to navigate.

Final Results

  • 9 out of 10 participants reported increased satisfaction and improved clarity when using the map interface.

  • All 10 participants found that introducing time limits on uploaded content offered a fairer approach to user engagement.

  • 9 out of 10 participants found the enhanced search functionality significantly more effective for discovering content on the platform.

Things I Would Do Differently…

  • Beam was designed only with iOS in mind, but we failed to consider integrating Apple's Mapbox for further AR development until much later in the project and there was not enough time left to experiment with it.

  • Labeling the navigation tabs. The icons we used were not intuitively recognizable to many users.

  • Exploring what content moderation might look like on a platform like Beam.

Let's Work Together!

Let's Work Together!

Let's Work Together!