Scanvas: An AI Powered Art Scanner App
Scanvas: An AI Powered Art Scanner App






Scanvas: An AI Powered Art Scanner App
Scanvas: An AI Powered Art Scanner App
At a Glance
My Role: Product Designer (UX Research, Interaction Design, Visual Design)
Team: 2 Product Designers, One User Researcher
Duration: 6-Week Academic Project, Fall 2024
Outcome: Selected by WashU's Skandalaris Center for innovation & design excellence
At a Glance
My Role: Product Designer (UX Research, Interaction Design, Visual Design)
Team: 2 Product Designers, One User Researcher
Duration: 6-Week Academic Project, Fall 2024
Outcome: Selected by WashU's Skandalaris Center for innovation & design excellence










Guiding Research Question:
Guiding Research Question:
How can we use technology to make museum visits more personally meaningful and less forgettable?
How can we use technology to make museum visits more personally meaningful and less forgettable?
Context
Context
Problem: In an increasingly digital world, traditional museum visits lack the engaging personalized, interactive, and trackable experiences. Museum visitors lack an easy way to meaningfully engage with art, revisit their discoveries, or share their experiences with others, leading to insignificant visits and missed opportunities for deeper learning, especially among younger audiences who constantly interact with digital devices.
Goal: To design an AI-assisted AR mobile application that transforms passive museum visits into immersive, interactive, and shareable learning experiences, fostering stronger engagement and accessibility for a diverse audience with a focus on younger generations.
The Solution: We created an AI assisted AR mobile application that allowed users to find museums, scan artwork to learn about pieces and leave reflection/reviews, along with a feature to explore saved art from past art experiences.
The Impact: Our project was brought to WashU’s Skandalaris Center for Innovation for its design excellence to be developed into a product.
Problem: In an increasingly digital world, traditional museum visits lack the engaging personalized, interactive, and trackable experiences. Museum visitors lack an easy way to meaningfully engage with art, revisit their discoveries, or share their experiences with others, leading to insignificant visits and missed opportunities for deeper learning, especially among younger audiences who constantly interact with digital devices.
Goal: To design an AI-assisted AR mobile application that transforms passive museum visits into immersive, interactive, and shareable learning experiences, fostering stronger engagement and accessibility for a diverse audience with a focus on younger generations.
The Solution: We created an AI assisted AR mobile application that allowed users to find museums, scan artwork to learn about pieces and leave reflection/reviews, along with a feature to explore saved art from past art experiences.
The Impact: Our project was brought to WashU’s Skandalaris Center for Innovation for its design excellence to be developed into a product.

My Role and Approach
My Role and Approach
The Team Approach
The Team Approach
As a team of two product designers and one user researcher, we were collectively responsible for the entire design process, from initial discovery and user research to a final, high-fidelity interactive prototype.
As a team of two product designers and one user researcher, we were collectively responsible for the entire design process, from initial discovery and user research to a final, high-fidelity interactive prototype.
My Specific Contributions
My Specific Contributions
Partnered with our team's user researcher to conduct foundational interviews and surveys, then took the lead on synthesizing that data into our core user Problem Statements.
Drove the ideation process, leading brainstorming sessions that defined the app's core feature set and creating the end-to-end user flows for the product.
Co-led the high-fidelity visual design vision and prototyping, and took ownership of the featured museums feature and rating systems, while collaborating with my teammates to develop the gallery and scanning features.
Managed the usability testing process for our prototype, conducting sessions with users and translating their feedback into actionable design improvements, such as refining key button placements.
Co-presented our final product and design process to our class and to staff at Skandalaris Center for Interdisciplinary Innovation and Entrepreneurship.
Partnered with our team's user researcher to conduct foundational interviews and surveys, then took the lead on synthesizing that data into our core user Problem Statements.
Drove the ideation process, leading brainstorming sessions that defined the app's core feature set and creating the end-to-end user flows for the product.
Co-led the high-fidelity visual design vision and prototyping, and took ownership of the featured museums feature and rating systems, while collaborating with my teammates to develop the gallery and scanning features.
Managed the usability testing process for our prototype, conducting sessions with users and translating their feedback into actionable design improvements, such as refining key button placements.
Co-presented our final product and design process to our class and to staff at Skandalaris Center for Interdisciplinary Innovation and Entrepreneurship.

Research and Discovery
Research and Discovery
To build a digital solution that truly resonated with users, we first need to ground ourselves in data, and understand the problem space. To do this, we followed a mixed-methods research plan, combining quantitative findings, with qualitative interviews, even conducting contextual inquiries at Saint Louis Art Museum (SLAM). We were fortunate to partner with SLAM to get thier internal research insights.
Our most pivotal finding was that a staggering 87% of young, digitally-native museum-goers have never downloaded a dedicated museum app.
This surprising insight reveal something critical: the market wasn’t oversaturated with museum apps, there was a lack of an engaging one. Existing solutions were failing to provide users real value, offering an opportunity for us to design an app that boost engaging and educational experience at museums. This data point was one of many that guided our work and showcased a need to create the first museum app that users are willing to download and use.
To build a digital solution that truly resonated with users, we first need to ground ourselves in data, and understand the problem space. To do this, we followed a mixed-methods research plan, combining quantitative findings, with qualitative interviews, even conducting contextual inquiries at Saint Louis Art Museum (SLAM). We were fortunate to partner with SLAM to get thier internal research insights.
Our most pivotal finding was that a staggering 87% of young, digitally-native museum-goers have never downloaded a dedicated museum app.
This surprising insight reveal something critical: the market wasn’t oversaturated with museum apps, there was a lack of an engaging one. Existing solutions were failing to provide users real value, offering an opportunity for us to design an app that boost engaging and educational experience at museums. This data point was one of many that guided our work and showcased a need to create the first museum app that users are willing to download and use.
Research Methods
Research Methods
Secondary research (SWOT analysis, academic papers)
Surveys (32 respondents)
Interviews (Target Users and Stakeholders at Saint Louis Art Museum)
Contextual Inquiry (Primary research shadowing target users at Saint Louis Art Museum)
Secondary research (SWOT analysis, academic papers)
Surveys (32 respondents)
Interviews (Target Users and Stakeholders at Saint Louis Art Museum)
Contextual Inquiry (Primary research shadowing target users at Saint Louis Art Museum)
Key Survey Insights
Key Survey Insights
With our surveys, we received 32 respondents, with 90% being between ages 18-24.
With our surveys, we received 32 respondents, with 90% being between ages 18-24.
87%
Have NEVER Downloaded an Museum App
Have NEVER Downloaded an Museum App
77%
Respondents take photos at museums
Respondents take photos at museums
Other Key Findings
Other Key Findings
Exposure to New Art was the #1 response for what people Enjoy Most about
This indicates that exploration and appreciating new and interesting pieces is a top priority for museum attendees.
Tech is used primarily for Taking Photos and Researching Artists online
This demonstrates that users are routinely taking out their personal devices to amplify their museum experiences.
Learning Through Text-based Info is Preferred
64.5% of respondents prefer text-based info, such as artwork descriptions. People prefer to read quick bits of information.
Exposure to New Art was the #1 response for what people Enjoy Most about
This indicates that exploration and appreciating new and interesting pieces is a top priority for museum attendees.
Tech is used primarily for Taking Photos and Researching Artists online
This demonstrates that users are routinely taking out their personal devices to amplify their museum experiences.
Learning Through Text-based Info is Preferred
64.5% of respondents prefer text-based info, such as artwork descriptions. People prefer to read quick bits of information.
Interview Results and Contextual Inquiry
Interview Results and Contextual Inquiry
To get beyond the numbers and understand the 'why' behind these behaviors, we conducted in-depth interviews and contextual inquiries. We also each spent a couple of hours at Saint Louis Art Museum and shadowed visitors to investigate their behavior and understand how they interact with the art. We were particularly interested in how they used their devices while enjoying the pieces. This were more behavioral insights, as many users behave differently than what they say, which is our human nature — we are driven by habits and can’t communicate them at times.
After doing this, our team member who is more experienced in user research split these insights into a thematic analysis. With these theme organized and defined, we had a more comprehensive understanding of our problem space and specific domains within it. As you can see, our global theme here is: Creating enriching and inclusive museum experiences.
To get beyond the numbers and understand the 'why' behind these behaviors, we conducted in-depth interviews and contextual inquiries. We also each spent a couple of hours at Saint Louis Art Museum and shadowed visitors to investigate their behavior and understand how they interact with the art. We were particularly interested in how they used their devices while enjoying the pieces. This were more behavioral insights, as many users behave differently than what they say, which is our human nature — we are driven by habits and can’t communicate them at times.
After doing this, our team member who is more experienced in user research split these insights into a thematic analysis. With these theme organized and defined, we had a more comprehensive understanding of our problem space and specific domains within it. As you can see, our global theme here is: Creating enriching and inclusive museum experiences.

Interview Three Core Pillars
Interview Three Core Pillars
Balanced Technology Integration
Balanced Technology Integration
Our research showed that while users are open to technology, it must be implemented thoughtfully. The goal is to enhance the museum experience, not dominate it.
Thoughtful Tech Integration: Visitors want selective use of tools like AR and apps that feel additive, not distracting.
Reflective & Analog Experience: It's critical to preserve quiet, tech-free spaces for immersive art appreciation.
Interactive Learning: Technology like gamification can make the learning process more engaging, especially for younger audiences.
Our research showed that while users are open to technology, it must be implemented thoughtfully. The goal is to enhance the museum experience, not dominate it.
Thoughtful Tech Integration: Visitors want selective use of tools like AR and apps that feel additive, not distracting.
Reflective & Analog Experience: It's critical to preserve quiet, tech-free spaces for immersive art appreciation.
Interactive Learning: Technology like gamification can make the learning process more engaging, especially for younger audiences.
Accessible & Inclusive Engagement
Accessible & Inclusive Engagement
Museums are social and community-oriented spaces. Our design needed to lower barriers to entry and foster a sense of belonging.
Easy Access & Inclusivity: Free or affordable entry, welcoming spaces, and community-oriented programs are key motivators for attendance.
Community Building: Visitors value a museum's role in creating social connections.
Social Influence: Family traditions and friend groups are strong drivers for museum visits.
Museums are social and community-oriented spaces. Our design needed to lower barriers to entry and foster a sense of belonging.
Easy Access & Inclusivity: Free or affordable entry, welcoming spaces, and community-oriented programs are key motivators for attendance.
Community Building: Visitors value a museum's role in creating social connections.
Social Influence: Family traditions and friend groups are strong drivers for museum visits.
Enhanced Personalization & Exploration
Enhanced Personalization & Exploration
Visitors want experiences that are tailored to their interests and provide opportunities for deeper learning and connection.
Personalized Experiences: Users desire tailored recommendations and customized paths based on their individual tastes.
In-Depth Artistic Exploration: Providing comprehensive background information on art and artists fosters a much deeper understanding and appreciation.
Connection to Educational Goals: Visitors find more value in art when it connects to their academic or career interests.
Visitors want experiences that are tailored to their interests and provide opportunities for deeper learning and connection.
Personalized Experiences: Users desire tailored recommendations and customized paths based on their individual tastes.
In-Depth Artistic Exploration: Providing comprehensive background information on art and artists fosters a much deeper understanding and appreciation.
Connection to Educational Goals: Visitors find more value in art when it connects to their academic or career interests.
Saint Louis Art Museum Staff Interviews
Saint Louis Art Museum Staff Interviews
To gain the most comprehensive view of museum experiences, we partnered up with the acclaimed Saint Louis Art Museum (SLAM) and got their user researcher data. SLAM is an excellent museum with robust programming, and we wanted their insights to boost our own design process. Similar to our focus, they wanted to find technological solutions to improve the educational experience of museum visitors to make it more engaging, immersive, and insightful.
To gain the most comprehensive view of museum experiences, we partnered up with the acclaimed Saint Louis Art Museum (SLAM) and got their user researcher data. SLAM is an excellent museum with robust programming, and we wanted their insights to boost our own design process. Similar to our focus, they wanted to find technological solutions to improve the educational experience of museum visitors to make it more engaging, immersive, and insightful.

Through a combination of their research, and our own insights drawn from surveys and interviews, we could develop our three target personas. Here are the insights they shared with us:
Through a combination of their research, and our own insights drawn from surveys and interviews, we could develop our three target personas. Here are the insights they shared with us:
Persona Strategy
SLAM uses motivation-based personas developed by John Falk, rather than demographic-based strategies.
Recent Innovations
They showed us their new tech advances with QR code experiences and incorporating varying levels of immersion into the exhibitions.
Youth Programming
The researchers talked about how SLAM provide a wide range of programming for the younger audience, including local high school partnerships and nighttime DJ events.
Outsourcing UX
Due to their lack of a product development team, their current online platform products weren’t succeeding , but used Bloomberg Connects and Smartify to aid in the UX
Persona Strategy
SLAM uses motivation-based personas developed by John Falk, rather than demographic-based strategies.
Recent Innovations
They showed us their new tech advances with QR code experiences and incorporating varying levels of immersion into the exhibitions.
Youth Programming
The researchers talked about how SLAM provide a wide range of programming for the younger audience, including local high school partnerships and nighttime DJ events.
Outsourcing UX
Due to their lack of a product development team, their current online platform products weren’t succeeding , but used Bloomberg Connects and Smartify to aid in the UX
Synthesis
Synthesis
Equipped with pivotal insights from our research, our next challenge was to synthesize the raw data into an actionable human-centered direction. To do this, we translated our findings into three key personas. We took inspiration from the archetypes used by our partners at the Saint Louis Art Museum and defined our users by their mindset and goals, not just demographics: The Skimmer, The Swimmer, and The Diver.
Equipped with pivotal insights from our research, our next challenge was to synthesize the raw data into an actionable human-centered direction. To do this, we translated our findings into three key personas. We took inspiration from the archetypes used by our partners at the Saint Louis Art Museum and defined our users by their mindset and goals, not just demographics: The Skimmer, The Swimmer, and The Diver.
Three Personas
Three Personas
While all three personas guided our thinking, we made a strategic decision to focus primarily on Amelia, "The Swimmer." She represents the crucial middle ground: a user who is curious and wants to learn, but is not an art history expert. We believed that by solving for her needs—to have an experience that is both engaging and accessible—we could create a product that would also positively impact our other personas. Amelia's journey became the primary persona we used to guide our design work through the rest of the project.
To ensure our solution maximized impact, we also developed two secondary personas to represent the opposite ends of this artistic spectrum: Joshua, "The Skimmer," who is easily bored and cares most about cool visuals, and Julia, "The Diver," who is an art enthusiast who craves every detail.
While all three personas guided our thinking, we made a strategic decision to focus primarily on Amelia, "The Swimmer." She represents the crucial middle ground: a user who is curious and wants to learn, but is not an art history expert. We believed that by solving for her needs—to have an experience that is both engaging and accessible—we could create a product that would also positively impact our other personas. Amelia's journey became the primary persona we used to guide our design work through the rest of the project.
To ensure our solution maximized impact, we also developed two secondary personas to represent the opposite ends of this artistic spectrum: Joshua, "The Skimmer," who is easily bored and cares most about cool visuals, and Julia, "The Diver," who is an art enthusiast who craves every detail.


Need Statements
Need Statements
By synthesizing the goals and frustrations of all three personas, I personally translated their core challenges into four actionable Need Statements. These statements became our guiding points for ideation phase, ensuring every feature we brainstormed was directly tied to a validated user need and would impact our target personas.
By synthesizing the goals and frustrations of all three personas, I personally translated their core challenges into four actionable Need Statements. These statements became our guiding points for ideation phase, ensuring every feature we brainstormed was directly tied to a validated user need and would impact our target personas.
#1 Custom Catalogs
New and returning museum visitors need a method of remembering and organizing art they admire so that they can generate custom catalogs that represent their unique identities and personal taste.
#2 Interactive Yet Balanced
The next generation of museum-goers needs a way to engage with art museums through interactive yet balanced digital experiences so that they can have more meaningful and educational interactions with art.
#3 Accessible Learning
With technology advancements, visitors need to learn from their experience in an accessible way so that they can engage in a space that fits their personalized needs.
#4 Cultivate Outreach
Museums need to draw awareness to their events and exhibitions so that they can boost attendance and cultivate outreach to an environment inclusive of the surrounding community.
#1 Custom Catalogs
New and returning museum visitors need a method of remembering and organizing art they admire so that they can generate custom catalogs that represent their unique identities and personal taste.
#2 Interactive Yet Balanced
The next generation of museum-goers needs a way to engage with art museums through interactive yet balanced digital experiences so that they can have more meaningful and educational interactions with art.
#3 Accessible Learning
With technology advancements, visitors need to learn from their experience in an accessible way so that they can engage in a space that fits their personalized needs.
#4 Cultivate Outreach
Museums need to draw awareness to their events and exhibitions so that they can boost attendance and cultivate outreach to an environment inclusive of the surrounding community.
Ideation
With our target persona and clear need statements guiding us, we ideated specific impactufl solutions. These positive constraints allowed for structured creativity and resulted in a bulk of potential ideas. To prioritize ideas and ensure they were impactful and viable we used a creative matrix to drive our decision-making.
With our target persona and clear need statements guiding us, we ideated specific impactufl solutions. These positive constraints allowed for structured creativity and resulted in a bulk of potential ideas. To prioritize ideas and ensure they were impactful and viable we used a creative matrix to drive our decision-making.
Ideation
Creative Matrix
Creative Matrix
High-impact, low-effort ideas included an art gallery organizer, AI scan function, and custom tour guides.
High-impact, low-effort ideas included an art gallery organizer, AI scan function, and custom tour guides.

User Flow
User Flow
Using the matrix and personas, we decided to move on with three distinct features that addressed the core needs of our target users while balancing user impact with feasibility. We turned these three features into a simple user flow to guide our thinking. The three features included:
Using the matrix and personas, we decided to move on with three distinct features that addressed the core needs of our target users while balancing user impact with feasibility. We turned these three features into a simple user flow to guide our thinking. The three features included:
#1 AI Scan & Discover
Users can scan artwork, review it, and ask an AI bot any question they have related to the art.
#2 Museum Discovery
Users can easily find local museums, view current exhibits, and plan their visit.
#3 Personal Gallery
After scanning art, users can save their favorite pieces, add notes, and share their curated collections with friends.
#1 AI Scan & Discover
Users can scan artwork, review it, and ask an AI bot any question they have related to the art.
#2 Museum Discovery
Users can easily find local museums, view current exhibits, and plan their visit.
#3 Personal Gallery
After scanning art, users can save their favorite pieces, add notes, and share their curated collections with friends.
We decided to converge these 3 high-impact features into a single, cohesive product experience. To conceptualize this product, our first step was to map out the core user flow.
We decided to converge these 3 high-impact features into a single, cohesive product experience. To conceptualize this product, our first step was to map out the core user flow.

Design & Iteration
I led the high-fidelity design vision for the product. While my teammates focused on building out our Figma component library, I was able to focus on defining the overall visual direction and interaction patterns. These are the initial sketches of the impactful solution, messy and all.
I led the high-fidelity design vision for the product. While my teammates focused on building out our Figma component library, I was able to focus on defining the overall visual direction and interaction patterns. These are the initial sketches of the impactful solution, messy and all.
Design and Iteration


Low-fidelity Wireframes
Low-fidelity Wireframes
From these sketches we made bare-bones wireframes for the prototype. We didn’t have much time in our class left and we wanted to dedicate the bulk of our time on a high-fidelity prototype.
From these sketches we made bare-bones wireframes for the prototype. We didn’t have much time in our class left and we wanted to dedicate the bulk of our time on a high-fidelity prototype.

High-fidelity Mockups
High-fidelity Mockups
Due to time constraints, we skipped mid-fidelity and went straight to higher fidelity mockups. I laid the vision for the project, while my co-product designer helped lay the foundation on Figma as he had extensive experience setting up foundations. From there, I helped develop each of the features, leading the high-level look and assisting my teammates when needed. In addition to leading the UI vision, I was mainly in charge of creating the featured home page and the map. I also helped lead the reviews of the artwork. By collaborating, we made a visually pleasing and engaging app that encouraged technology in museums.
Due to time constraints, we skipped mid-fidelity and went straight to higher fidelity mockups. I laid the vision for the project, while my co-product designer helped lay the foundation on Figma as he had extensive experience setting up foundations. From there, I helped develop each of the features, leading the high-level look and assisting my teammates when needed. In addition to leading the UI vision, I was mainly in charge of creating the featured home page and the map. I also helped lead the reviews of the artwork. By collaborating, we made a visually pleasing and engaging app that encouraged technology in museums.


Usability Testing
Usability Testing
There were three big changes made from our usability testing. I led the usability testing due to my prior experience with user testing prototypes and found three main takeaways by presenting the prototype on the Figma app.
There were three big changes made from our usability testing. I led the usability testing due to my prior experience with user testing prototypes and found three main takeaways by presenting the prototype on the Figma app.
Gallery Filter
Gallery Filter
The initial design lacked a way to sort the gallery, making it hard to organize visits. During testing, our classmates told us they wanted a way to organize their visits and find specific pieces. From this, we added a robust gallery filter that assisted in organizing visits and finding the specific pieces they wanted.
The initial design lacked a way to sort the gallery, making it hard to organize visits. During testing, our classmates told us they wanted a way to organize their visits and find specific pieces. From this, we added a robust gallery filter that assisted in organizing visits and finding the specific pieces they wanted.

Art Review Save Button
Art Review Save Button
For the art review feature, users had issues with the save button being located at the top. Users explained it wasn’t in a finger hot zone and wished it was on the bottom of the page. We went against the Apple UI system, and created two large buttons at the bottom. This allowed users to quickly save their responses when they were done and reduce effort to upload their new art work.
For the art review feature, users had issues with the save button being located at the top. Users explained it wasn’t in a finger hot zone and wished it was on the bottom of the page. We went against the Apple UI system, and created two large buttons at the bottom. This allowed users to quickly save their responses when they were done and reduce effort to upload their new art work.

Pricing Feature
Pricing Feature
When discovering museums, it’s crucial to know how much admissions cost as it can dictate if a visitor will attend that museum. During user testing, it was brought up that our discovery page didn't have pricing which is really important as a suer to know. I made sure to add this component and also added information about local resident pricing as well.
When discovering museums, it’s crucial to know how much admissions cost as it can dictate if a visitor will attend that museum. During user testing, it was brought up that our discovery page didn't have pricing which is really important as a suer to know. I made sure to add this component and also added information about local resident pricing as well.

Technical Considerations
Technical Considerations
Artwork Recognition & Data Pipeline: The core scanning feature would rely on an AR system to identify artwork, where partnered museums would upload and manage their collections' image data.
AI Integration & Efficiency: To provide quick insights on each art piece, the app would connect to a Large Language Model (LLM) through an API. To conserve resources, the system would need a caching mechanism to save and reuse answers for frequently scanned artworks. This approach, using an "AI wrapper" around an existing model, would be significantly more cost-effective and faster to implement than developing a proprietary model from scratch.
Artwork Recognition & Data Pipeline: The core scanning feature would rely on an AR system to identify artwork, where partnered museums would upload and manage their collections' image data.
AI Integration & Efficiency: To provide quick insights on each art piece, the app would connect to a Large Language Model (LLM) through an API. To conserve resources, the system would need a caching mechanism to save and reuse answers for frequently scanned artworks. This approach, using an "AI wrapper" around an existing model, would be significantly more cost-effective and faster to implement than developing a proprietary model from scratch.
Final Designs
With the usability done, we were able to finalize our design. Below is a shwocase of our three main features. Take a look.
With the usability done, we were able to finalize our design. Below is a showcase of our three main features. Take a look.
Final Designs
Feature 1: “Featured”
Feature 1: “Featured”
Find Your Next Adventure.
It helps users find nearby museums, browse current and upcoming exhibitions, and see key information like pricing and hours, making it effortless to plan their next cultural adventure.
Within each museum page, users can view gallery hours, museum highlights, current exhibits, events, and more.
“Map View,” accessed either using the toggle in the upper right corner or by swiping to the right, allows easier access to geographic location of museums.
Find Your Next Adventure.
It helps users find nearby museums, browse current and upcoming exhibitions, and see key information like pricing and hours, making it effortless to plan their next cultural adventure.
Within each museum page, users can view gallery hours, museum highlights, current exhibits, events, and more.
“Map View,” accessed either using the toggle in the upper right corner or by swiping to the right, allows easier access to geographic location of museums.
Function 2: “Scan”
Function 2: “Scan”
Turn Your Camera into a Personal Guide.
Our AI-powered Scan & Discover feature allows users to instantly identify any piece of art. It goes beyond the wall text with rich descriptions and asking our AI assistant anything you want to know, transforming passive viewing into an active and accessible learning experience.
Once they are finished learning, users can keep exploring, but if they want to remember that piece forever, they can add tags, a review, and save it to their personal gallery.
Turn Your Camera into a Personal Guide.
Our AI-powered Scan & Discover feature allows users to instantly identify any piece of art. It goes beyond the wall text with rich descriptions and asking our AI assistant anything you want to know, transforming passive viewing into an active and accessible learning experience.
Once they are finished learning, users can keep exploring, but if they want to remember that piece forever, they can add tags, a review, and save it to their personal gallery.
Function 3: My Gallery
Function 3: My Gallery
Create A Lasting Collection .
The My Gallery function is the final phase of the Scanvas experience, neatly organizing admired art into a personalized catalog - ensuring a meaningful museum visit is never forgotten.
The Personal Gallery transforms fleeting moments into a memorable collection. During their gallery review, users can sort and filter art, share pieces with friends, edit their notes, and delete items as they wish.
The My Gallery page offers a comprehensive and personal reflection of art museum visits, and updates the Featured page to promote exhibits and museums specific to the user.
Create A Lasting Collection .
The My Gallery function is the final phase of the Scanvas experience, neatly organizing admired art into a personalized catalog - ensuring a meaningful museum visit is never forgotten.
The Personal Gallery transforms fleeting moments into a memorable collection. During their gallery review, users can sort and filter art, share pieces with friends, edit their notes, and delete items as they wish.
The My Gallery page offers a comprehensive and personal reflection of art museum visits, and updates the Featured page to promote exhibits and museums specific to the user.
Results
Our class and professor loved our design so much that it was invited to the Skandalaris Center for Innovation and Entrepreneurship.
Scanvas was officially recognized by the WashU's innovation center for its design excellence and innovation
Based on qualitative feedback during our usability tests, we projected that our streamlined design could reduce the time required to find key artwork information by:
Our class and professor loved our design so much that it was invited to the Skandalaris Center for Innovation and Entrepreneurship.
Scanvas was officially recognized by the WashU's innovation center for its design excellence and innovation
Based on qualitative feedback during our usability tests, we projected that our streamlined design could reduce the time required to find key artwork information by:
Results
30%
Projected time reduction for finding key art information
Projected time reduction for finding key art information
Reflections & Learnings
Reflections & Learnings
Successful Designs Come from Collaboration, Not Riding Solo
The biggest takeaway from this project, was learning the power of collaborative design. Our team was dynamic, human-centered, and ensured we went above our set expectations. We each leveraged out individual strengths and catered to them during the design process. This taught me that successful product design isn out doing it yourself; it’s about building a tam that corporates to push for a impactful outcome.
Mastering Tools to Bring Designs to Life
This project required complex interactions and components in Figma, and it was challenging to set up so many moving parts. By establishing the design layout and foundations, it was easier to mold the Figma file into the desired vision for the app. Auto-layout was incredibly important for this project and learned how to properly implement into a Figma project.
Designing For Interests
Designing a project that is both impactful and genuinely interesting to develop made it a much more valuable learning experience. I found that working on something that is relevant to me as a user was engaging and made the design process exciting. It made me realize that I want to work on projects that actually interest me, as it leads to more valuable products.
Successful Designs Come from Collaboration, Not Riding Solo
The biggest takeaway from this project, was learning the power of collaborative design. Our team was dynamic, human-centered, and ensured we went above our set expectations. We each leveraged out individual strengths and catered to them during the design process. This taught me that successful product design isn out doing it yourself; it’s about building a tam that corporates to push for a impactful outcome.
Mastering Tools to Bring Designs to Life
This project required complex interactions and components in Figma, and it was challenging to set up so many moving parts. By establishing the design layout and foundations, it was easier to mold the Figma file into the desired vision for the app. Auto-layout was incredibly important for this project and learned how to properly implement into a Figma project.
Designing For Interests
Designing a project that is both impactful and genuinely interesting to develop made it a much more valuable learning experience. I found that working on something that is relevant to me as a user was engaging and made the design process exciting. It made me realize that I want to work on projects that actually interest me, as it leads to more valuable products.
Future Directions
Future Directions
Given more time, the next logical step would be to develop a full MVP to test in a pilot program with the Skandalaris Center. This would involve further user testing to refine the core features before a broader launch on the app store.
Given more time, the next logical step would be to develop a full MVP to test in a pilot program with the Skandalaris Center. This would involve further user testing to refine the core features before a broader launch on the app store.