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GV Design Sprint / Case Study


GV Design Sprint

This was a Google Ventures Design Sprint challenge to create a better experience for guests at art museums and galleries. GalleryPal is a new startup that wants to improve the experience of viewing art in a museum or gallery.


Using a modified Google Ventures Design Sprint method, I worked as the sole designer to research, prototype, and rapidly test a solution within a timeframe of 5 days. 

Tools: Sketch, Miro, InVision, Google Workspace

Day 1 / Understand and Map

Many people visit art museums with very little knowledge about the artist, details about its artworks. For example, the techniques that are used, the era where the artwork was born and the art movement related to the piece. These kinds of issues decrease the quality of the user experience and GalleryPal aims to create a better experience of viewing art for guests at art museums and galleries. 


Even though some users look for useful info by googling the artist or the artwork, they come across a pile of information and pages of articles which cause losing interest for sure. There should be a user-friendly tool that gives vital information to be able to perceive the artwork and gain insights from it without boring the user.

How Might We?

  • How might we improve the user’s experience of viewing art in a museum or gallery?

  • How might we provide the useful information without overwhelming the user?

  • How might we enable users to gain a broader perspective about the artwork?

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​After synthesizing the research, I mapped out the end-to-end experience for a typical user. This solution would enable the user to capture the artwork they'd like to learn more about an artwork, discover similar artworks, and then see the location where the artwork is being exhibited.

Day 2 / Sketching

On the second day of the design sprint, I conducted a competitive analysis of leading companies in the field and then sketched out competing solutions to the problem.

Competitive Analysis

After completing modified lightning demos of similar or competing apps and websites, the next step was taking notes of good designs, ideas, and sources of inspiration for my own solution. The four works I studied and analysed were Material Design, a Museum App, Smartify App and AR Museum App.

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Object detection: live camera / Material Design

“Searching with a live camera can help users learn more about objects around them, whether it’s an artifact at a museum or an item for purchase.”

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A Museum App on Dribble

The app enables users to discover the artworks with their images and provides a search bar together with a grid layout option. It also shows the user’s location on a map and the artwork’s location in the museum. 

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A Museum App on Dribble

The app enables users to discover the artworks with their images and provides a search bar together with a grid layout option. It also shows the user’s location on a map and the artwork’s location in the museum. 

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Smartify App / AR Scan Menu Layout

Smartify App uses a bottom navigation bar where users can reach various features. As a product is scanned, the app brings a comprehensive description regarding the artwork.

Crazy 8's

After completing the Lightning Demo, I jumped right into sketching out a variety of possible solutions using the Crazy 8's method. 

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The most critical screen in Crazy 8s exercise is the Artwork Screen because it provides all the crucial information with easy to digest small cards. It gives extra options to the user to discover similar artworks, art movements. Thus, users can complete the main goal via this screen.

Solution Sketch

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Day 3 / Deciding

While creating the storyboard, I aimed to bring efficient answers to the HMW questions. Users will be able to reach main goals in the screens that I drew for the storyboard such as exploring the collection, using QR Scanner, learning the details about the desired artwork and finding the artwork’s location in the gallery. 

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Day 4 / Prototyping

On the fourth day, I quickly created high-fidelity mockups on Sketch for my main user flow. A prototype which has a straightforward layout in order to make it comfortable to interact with the product. My goals are to see if the product enables users to interact with it seamlessly and learn what they think about the app’s information architecture. I also would like to learn if the app would be useful and be demanded by users in case it goes live.

Once the screens were completed, I used InVision to make a clickable prototype for the upcoming usability tests the next day.

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Day 5 / Testing

For the test phase, I reached out to five people who are from various backgrounds and have different levels of interest in art. The main rationale behind this selection was to see whether the product can be widely accepted. 

Usability testing was quite beneficial for me and I tried to use the interviewing techniques more wisely in comparison to the same sessions conducted during my first capstone project.

Usability Test Results

  • Users have found the layout as self-explanatory.

  • Before showing the prototype, while I was asking their opinion about learning the details of an artwork in a museum or gallery, nearly all of the users have said that there was too much text which causes them to be overwhelmed by the information.  After seeing the Art at first sight section in the prototype, they found the idea pretty comforting and useful

  • Some users didn’t like the map layout and found it a bit clunky. 

  • For the Profile screen, users suggested that liked artworks and artists could be displayed on the screen.

  • Some users wanted to see the Like and Share option on the Artwork Screen and I updated the design by considering this.


The GalleryPal design sprint challenge taught me many things. I learned how to:

  • Quickly work through a problem and design a solution within less than a week

  • Narrow in on the most critical user flow to solve the user goals and pain points 

  • Prototype and test rapidly to gauge user reaction and feedback ​​

​Through this modified version of the Google Ventures design sprint, I gained more clarity about the problem space and learned how to address the most important issues without needing to expend too much time, money and effort. I recognize the value in doing these sprints and can’t wait to take what I’ve learned into my future design projects.

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