Sammy

The Digital Canvas

Sammy is a digital canvas application which allows mesum patrons to embrace creativity and magnify local talent by imitating existing exhibit works or creating their own original art on a blank canvas within their own smart devices or a museum designated device.

Project Overview

My role

UX/UI designer Researcher

Timeframe

Sept - Dec, 2022

Teammates

Troyan Chaney

Mickey Lam

James Gross

Design a means to engage visitors at the Susquehanna Art Museum (SAM) using technology in order to increase patron attraction.

Solution

Task

Use technology to help develop engagement.

Skills

User Research

Storyboarding

Prototyping

User Testing

Challenge

  • Design a digital canvas application that fosters patron creativity and original art.

  • Create a application that is easily accessible/monitored by both patrons and mesum.

  • Application helps to foster art appreciation, creativity and aligns with SAM’s educational philosophy.

Problem

''From 20,000 patrons attending to less than 3,000 patrons''

The Susquehanna Art Museum (SAM) has suffered a hit to patron attraction and engagement since the COVID- 19 Pandemic. Like most establishments and business alike the pandemic posed to challenge and reinvent how we conduct day to day service to our communities. Amongst the challenged was the Susquehanna Art Museum, having seen a great shift in its community attendees they sought to find new ways to engage with their community. And among all else keep art, creativity and education alive because without it we lose what it means to inspire ideas, hone talent and share experiences with others.

How might we motivate patrons to visit SAM through the use of digital technologies while also keeping to SAM’s philosophy for art education?

Solution

Sammy: The Interactive Digital Canvas

Simplistic & Accessible Design

Equipped with user walkthroughs and system explanations making it easy for patrons to quickly navigate the system and start creating.

System Monitoring

With system monitoring filter out and flag inappropriate language, images and symbols easy. With system aminstored rules and the drawing approval process. Keeping content clean and the creativity flowing.

Display & Share

View recent created work displayed in real time during your visit. Also share and send your work with others. Collaborate, inspire and share your creativity.

My Design Process

01

Research & Emphasize

Stage 0

A fun team building exercise to get better acquainted with our team members. We established our team name Creative Potluck and designed a team logo.

Team Identity


Stage 1

Research Plan

Established a detailed itinerary/plan for our research/scope and delegated team roles. Within the plan we determined we needed to learn more about:

  • Museum logistics

  • Gauge of average amount of visitors 

  • museum logistics

  • Who are the currently established museum patreon members? 

  • How has the Museum already implemented Tech/What kind?

  • User content 

  • Has the pandemic and or regulations impacted museum patron population?

  • Has the museum implemented any new patreon regulation due to the pandemic that impacts the patron experience? 

  • What interaction types are accessible or appropriate for the environment?

Secondary Research


Stage 2

Competitive Analysis

The Secondary Research that came from the Competitive Analysis allowed us to gain insight into what the other museums are doing well with their installations, engagement, or marketing which in turn inspired us to implement some of the successful features other museum had into our own museum. The analysis offered diverse information that allows us to pinpoint aspects we liked to focus on for our mandate. Such as:


  • Admission price

  • Educational programs

  • Social Media (How are they promoting?)

  • Interactivity

  • Accessibility

  • Educational Programs

  • Existing Technology

Primary Research


Stage 3

Museum Visit & Observations

We took various visits to the Susquehanna Art Museum. The visit was for us to get a simple scope of the museum. The observation/note-taking was to soak in the environment and gather data on the museum patron experience.

  • Estimate of how many people were visiting (about 30-50)

  • Patron demographic of people visiting (a mix of young to old)

  • Forms of engagements/ technologies that were already implemented

  • Patreon navigation and museum signage (foot traffic)



Stage 4

Key Interview

We took the opportunity to track down and schedule an interview with the SAM’s art executive Alice Ann Schwab. We used this interview to gage an overall concise of the museum experience and the environment from the perspective of a executive museum employee.



Stage 5

Personas & Journey Maps

Based upon our museum patron observations we crafted several journey maps and personas. In order to visualize the patron’s current experience.


Stage 6

Needs Finding & Sense Making Report

This document helped to conceptualize all our research, pinpoint pain points and synthesis our overall data to help make better conclusions for design recommendations.

02

Synthesis & Ideation

Stage 7

Design Charrette Report

We performed various of brainstorming (design sprints) exercises to help synthesize solutions. Such as:

  • Crazy 8

  • Alternative/Alternate Worlds

  • Change perspectives

03

Design

Stage 8

Design Brief

Helped to formally/clearly layout our proposed solution, “Sammy the digital Canvas”. As well as review the problem and sketch out the main components of the application.


Stage 9

Interaction Modeling 

Constructed a interaction model of the Sammy application. To help articulate the general user flow, app functionality and features before designing the prototype.


Stage 10

Prototype 

Using Adobe XD software we designed a interactive wireframe prototype of the Sammy application.

04

Report

Stage 11

Poster 

We comprised all our research, ideation and prototype design in a poster to present to stakeholders for review.

05

Reflection

This project was a great start at establishing the museum’s and patrons needs and pain points. The Sammy application was designed to not only increase patron engagement but also help spread/hone creativity and art appreciation. This project was a awesome experience for me working with a diverse team (from different fields/expertise), collaborating methods/ideas and organizing tasks and time effectively. I found this experience to be challenging yet reflective in the way I approach design solutions and ideation. I was able to be experimental in my methods with different design sprint exercises. I often have a linear outlook in cultivating solution so the design sprints really helped to open my mind and align my approach within my problem space.

Next Steps

Due to the limited time frame for the project completion our team would still need to establish a round of usability/functionality testing once the application is approved by SAM (). This would help with understanding the apps functionality/compatibility with patrons. As well as identify any other mesum logistics that come up during app installation, art curation themes etc. And finally, cultivating our high fi prototype (wireframe) into a fully functional application for the official introduction of the app to patrons and museum installation.

Stage 12

Reflection/Next Steps