Maciej Łężak

Product Designer

Let's Art

Designing digital platform for Art Education and Community Building

Executive Summary

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.

Problem

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.

Main Goal

The main goal of the project is to encourage people to engage with art or to spend their free time creatively.

Discovery & Research

Desk research

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.

Screenshot of desk research results from our report

Desk research results from our report

Individual Depth Interviews

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.

Screenshot of mural file with interview results

Mural file with interview results

Key findings

  • People have a need to develop skills in various fields of art.
  • There is a need to connect with like-minded individuals and be part of an art-focused community, which allows for the exchange of quality feedback and reduces fears of negative criticism.
  • Participation in workshops and tutorials allows for acquiring knowledge "step by step".
  • Access to in-person workshops is often difficult. Available online tutorials are sometimes unsuitable or of low quality.
  • Lack of time and the time-consuming process of finding suitable resources are demotivating in the initial stage.
  • The solution should be intuitive, feature organized educational materials divided into stages, and minimize search time. Information on the estimated time for each stage/task would be helpful.
  • Lack of motivation in daily life is an obstacle; engaging challenges and gamification elements are effective motivators.
  • Visible progress in a project or the completion of a piece of work are sources of satisfaction.
  • Constructive criticism is crucial for development, while negative online comments (hate) are demotivating.
  • Social media (Instagram, Pinterest, TikTok) are an important source of inspiration and motivation, but they can be distracting, and search results are often incomplete.
  • People need a safe space to share successes and difficulties.
  • Time flexibility, saving money, and avoiding social stress are key.

Strategy

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.

Photo of value proposition canvas

Value proposition canvas

Modeling & Prototyping

Key deliverables

  • User Scenarios: Describing user paths and goals, e.g., Kacper, a ceramics beginner creating a mug as a gift, or Julia, an expert publishing a tutorial.
  • Wireflows: Diagrams illustrating user flow through key tasks within the application, e.g., from launching the app to finding a saved tutorial and materials list, or from starting a tutorial to its completion and sharing the work. A wireflow for Julia publishing a tutorial was also developed.
  • Wireframes: Interface screen sketches showing the layout of elements, such as the main screen, saved content view, tutorial details, materials list, video player with stages, projects/comments section, the tutorial publication process, and the feedback provision process.
Screenshot of low-fidelity wireflows

Low-Fidelity Wireflows

Conclusions

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.

User Testing

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.

Screenshot of prototypes in Figma

Prototypes in Figma

Key observations and conclusions from the tests

  • Access to Materials: Users easily found the section with the materials list. They appreciated the ability to check off items. It was suggested to add more details about materials (e.g., what type of modeling knife) and links to stores, preferably for materials used by the tutorial author. Dividing the materials list by stages was also proposed.
  • Navigation in Tutorials: Users responded positively to the division into stages. They easily returned to previous steps. Automatic saving of the viewing position where they left off was very convenient. Different ways of switching between stages were noted (a list in portrait view, arrows in landscape view), with both considered acceptable. It was pointed out that with "dirty" hands, a minimal number of screen touches is important.
  • Publication of Works: Users were asked to share the results of their work, which was received very work, which was received very positively and was engaging; they felt like co-creators of the course. They would like to see others' works before starting a course. A private gallery option, in addition to public sharing, was proposed. The process of adding a photo was easy.
  • Tutorial Publication Process (for creators): The process was considered simple and intuitive. Auto-completion of fields and the draft version option were appreciated. The tutorial trailer generation feature was well-received ("WOW," "cool idea," "convenient"). Some ambiguities were noted, e.g., when choosing between a photo/video/tutorial; suggestions were made for description prompts and automatic tagging. The click area for the "+" button was pointed out as being too small.
  • Social Features (comments/feedback): The idea of commenting under videos was positive; users would like to browse comments while watching to learn about potential problems or find solutions. The appearance of the comments section was tested.
  • "Buy a Coffee" Feature: The icon was noticed but unintuitive; it was associated with a break or a question about payment. Users wondered if it involved real money and what they could spend it on (if it was an in-app credit). It was seen as having commercialization potential.
  • Automatic Subtitles/Audio Description: Considered helpful, especially when unable to watch with sound or for better understanding.
  • Overall Interface Intuitivemeness: The application was generally perceived as intuitive and easy to use. Minor issues were pointed out, such as the color scheme (grays), which could have been less clear.
Words cloud from Reaction Cards

Words cloud from Reaction Cards

Prototype revisions

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.

TBC...

Final report

TBC...

Key learnings

TBC...

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