Painter's Tale

A mobile app that tells gallery visitors who made the art in front of them. My first end-to-end UX project, kept here because it shows the raw process my later case studies compress.

Role
UX Designer (solo)
Year
Oct – Dec 2022
Focus
Mobile Culture Discovery
Context
Google UX Design Certificate
Painter's Tale home screen and artist bio screen on two phones
Problem

Standing in front of a painting and knowing nothing about who made it

Galleries show the work and a small name card. Visitors who want more have two options: an information desk that rarely knows much, or a search on their phone that usually turns up nothing useful.

The gap hurts both sides. Visitors leave without a story to connect to the art. Artists, especially independent ones, get seen but not known.

The goal. Let any visitor learn about the artist behind a piece, in the gallery, in a few seconds.

Users

Two people, one gap

I wrote two personas, one for each side of the problem.

Filipo, the visitor. He collects art and visits galleries in his free time, but can never find out more about the artists than their names. The information desk doesn't help.

Rudy, the artist. She exhibits abstract work across several cities and struggles to promote herself beyond the wall label. People love the paintings without knowing who made them.

Framing it this way shaped the product early. It wasn't only a lookup tool for visitors. It was a way for artists to be discovered, which is why artist profiles, favourites and "currently exhibiting" lists ended up in the app.

Persona: Filipo, 40, restaurant manager and art collector from Italy
Persona: Rudy, 27, abstract artist from London
Storyboard

I drew the visit before I designed a screen

Before any wireframes, I sketched one visit from start to finish. Anika walks into a gallery and doesn't understand what she's looking at. She downloads the app, scans a code at the entrance, then either taps the painting in the app or scans the painting itself, reads about the artist, and leaves happy.

It settled the main constraint. The moment of need happens standing up, in a quiet room, with one hand on the phone. So the path from opening the app to reading an artist's bio had to be as short as possible, and scanning had to be one tap away from anywhere.

Hand-drawn six-frame storyboard of Anika using the app during a gallery visit

Big-picture storyboard. The working title at this stage was "Artist Bio App".

Low fidelity

The first home screen was a directory. The second one was a visit.

Version 1 was a catalogue. The home screen was a list of artists with a link to upcoming shows at the bottom. It didn't match the storyboard. Someone standing in a gallery doesn't want to browse a list. They want to know what's on now and who is in the room.

Version 2 started from the visit. It led with current and upcoming exhibitions, moved featured artists into a compact row, and put a scan button in the header so it was always in reach.

In the prototype, every path ends at the artist's bio, which is the screen the whole app exists for.

First low-fidelity home screen: list of artist cards

Version 1: a list of artists, with shows as an afterthought.

Second low-fidelity home screen: exhibitions carousel, top artists row, scan button in header

Version 2: exhibitions first, scan always in the header.

Low-fidelity prototype flow connecting home, nearest galleries, list of artists and artist bio

Low-fidelity prototype.

Iteration

What I cut on the way to high fidelity

The first high-fidelity pass had four tabs, including a chat tab, and a notification bell in the header. Next to the storyboard, most of that was noise for someone in a gallery.

Four tabs became three. Chat between visitors and artists sounded nice but had no place in the core scenario, and it would have needed moderation the project couldn't support. I kept Home, Favourites and Profile.

The bell became a scan button. Notifications weren't what a visitor needed in the moment. Scanning was. Moving the scanner into the header made the core task reachable in two taps from the home screen.

Voice search sits next to text search. Artist names are often hard to spell after seeing them once on a small card.

One deep navy, and the art supplies the colour. The interface stays in dark blue and white so the paintings carry all the colour. The app should frame the art, not compete with it.

First high-fidelity iteration with four bottom tabs and a notification bell

First high-fidelity pass, before simplifying the navigation.

Final design

Exhibitions on the way in, the artist's story in two taps

The finished prototype covers onboarding, the home screen, an artist list filtered to who is exhibiting in the city, QR scanning, artist bios with their best works, favourites and a profile.

Home, the artist list, the scanner and favourites all connect to the same bio screen. I kept that screen as the single destination so the prototype tested one question: can a visitor get to the story behind a painting quickly, from wherever they start?

Home screen with current exhibitions in Berlin and today's top abstract artists Artist bio screen for Simone Bailey with her best works
High-fidelity prototype flow in Figma connecting all screens

High-fidelity prototype wiring in Figma. Every route leads to the artist.

Looking back

What I'd do differently today

This was my first full project, and I can see its gaps clearly now. These are the changes I'd make, and the habits I've carried into every project since.

Test in a real gallery, early. I'd put a paper prototype in front of five visitors in an actual gallery before polishing any visuals. Light, noise and standing up change how people read a screen.

Design for reading on your feet. The bios are long blocks of small grey text. Today I'd lead with three short facts, add an audio option, and check contrast against accessibility guidelines.

Give the artist side a real flow. Rudy shaped the problem, but the app has no screens for artists to create or update their own profile. That's the other half of the product.

Be honest about the dependency. QR scanning only works if galleries print and place the codes. Scanning the painting itself, frame five of the storyboard, removes that dependency, and I'd explore it before committing to QR.

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