01. Introduction

OBJECTIVE

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?

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4.3 USER PERSONA

Our research backed user

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4.4 PROBLEM STATEMENT

What's the problem and how might we resolve it?

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4.5 FEATURE PRIORITIZATION

What do we start with?

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4.6 VALUE PROPOSITION

Why my product?

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05. Ideation

5.1 STORYBOARD

How is my user going to experience my product?

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5.2 USER JOURNEY MAP

Visualizing my users needs and pain points

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5.3 USER FLOWCHART

What actions lead to which outcomes?

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