Choose a local or global cause to research, design, and execute a high-fidelity clickable prototype for any modality.
PROBLEM
Museum visitors find it difficult to navigate through museums and locate exhibits and information. Additionally, visitors are often overwhelmed by the amount of information and aren’t able to fully engage with the art.
SOLUTION
Athena is a mobile app that allows visitors to curate their experience by choosing, creating and sharing ‘playlists’ with friends before, during and after visits. The app also integrates with Apple Watches and web browers.
02. Design Process
03. User Research
3.1 PROTO-PERSONA
Who am I designing for?
Creating a proto-persona gave me a place to brainstorm who might end user might be. It served as a starting point and reference point throughout my research.
3.2 USER INTERVIEWS & SURVEY
Quantitative & Quantitative Data
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04. Definition
4.1 AFFINITY DIAGRAM
Synthesizing the research
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4.2 EMPATHY MAP
What did our research tell us about how our users feel?