For our project at SWPS University, we designed a full concept and prototype of a mobile app. The app aimed to help people improve their art skills and build a friendly, creative online community. We focused on common user problems: lack of time for art, difficulty finding good tutorials, and needing motivation and a safe space for feedback.We began with deep user research, including desk research and interviews (IDIs). Then, we defined the main problem and brainstormed ideas. We planned the solution by creating our value proposition, business model, personas, and MVP. Next, we designed the UX/UI with user scenarios, wireflows, low-fi sketches, and mid-fi wireframes. Finally, we tested the prototype with users. Our main goals were step-by-step learning, building a community, organizing content clearly, and keeping users motivated. Throughout the process, we aimed to learn as much as possible, knowing that in real projects this level of thoroughness is rare.We've recently analyzed key findings from user tests and are now working on fixing the main issues in our prototype. We're also preparing the final report for the academic commission to graduate in July.
Since this was an academic project, we wanted to help solve an important problem for people who want to spend more time on art. We found out that many new artists and hobbyists face a few connected problems, even though they want to create. It's often hard for them to find good, organized online courses because there's so much distracting stuff on the internet. Also, they tend to lose motivation over time and worry about getting negative comments when they share their art online. Plus, regular in-person art workshops are often too expensive and hard for them to get to.
The main goal of the project is to encourage people to engage with art or to spend their free time creatively.
We analyzed existing data, which allowed us to gather information about how people spend their free time, their online and offline communities, the applications they use most often, creative approaches to problem-solving, and the influence of art on well-being.
Desk research results from our report
We conducted 10 interviews, all offline, with individuals who are already engaged in art or spend their time creatively. Our aim was to understand their habits, preferences, difficulties, and expectations regarding cultural resources and events. The interview script included questions about their recent experiences with art, their motivations for engaging in it, the functions of art in their lives (such as relaxation, self-development, and an escape from reality), and their vision of an ideal virtual community that supports creativity.
Mural file with interview results
Based on in-depth research, we defined key user problems and our value proposition, targeting a precisely defined audience: 1.5 million Poles over the age of 16 who actively engage in artistic activities at least once a week.We drew inspiration for our solution from the analysis of leading platforms, such as Instagram and Pinterest for their social and visual aspects, Duolingo for its educational and motivational mechanisms, and Udemy as an example of standardized courses.As a result of this work, we defined the Minimum Viable Product (MVP). New users will go through an intuitive onboarding process that personalizes content, leading them to a dynamic main screen featuring inspiring community works. Social features – such as likes, comments, and shares – supported by moderation, will enhance interaction and a sense of belonging, while simplified search across five DIY categories will facilitate content discovery. The ability to publish their own works and create user accounts will complete the core functionality of the MVP, essential for community development and business goals.Our long-term vision involves further, multi-stage product development, enriching it with engaging challenges, moodboards, advanced gamification with a rewards system, professional courses with expert mentoring, and individual development paths.
Value proposition canvas
Low-Fidelity Wireflows
Conclusions from the modeling stage included the need for an intuitive layout of elements with future expansions in mind, consideration of extending the shopping list with links to art supply stores (a potential business model), and the hierarchization of content within the interface to shorten information retrieval time and increase engagement.
Based on wireflows and scenarios, we created a clickable prototype in Figma and conducted usability tests, during which users were observed, recorded and their feedback was collected.
Prototypes in Figma
Words cloud from Reaction Cards
We've recently analyzed key findings from user tests and are now working on fixing the main issues in our prototype. We're also preparing the final report for the academic commission to graduate in July.
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