Interactive Media Design at the University of Coimbra
Develop an inclusive digital platform utilising the Europeana repository to promote open knowledge and cultural diversity, addressing the lack of representation and awareness of underrepresented themes through art.
Raised awareness about historically excluded social groups through art. Contributed to inclusivity in the arts and promoted a deeper understanding of diverse cultural perspectives
We noticed that many people lacked knowledge about artworks representing or created by artists from minority backgrounds. Through initial interviews, we found a strong interest in learning more about these artists and their creations.
Gallery selection from the 'Grow with Art' app, showcasing inclusive themes from Europeana's collections
To address this, we:
Miro Brainstorming on Brainstorming and Stakeholder analysis sessions
As the facilitator of our brainstorming session, I introduced methods to ensure we achieved our goal by the end of the meeting.
Final storyboard design illustrating the journey of accessibility and art sharing
We sketched three different versions of the story we wanted to tell. Based on our professor's feedback, I combined these sketches into a mosaic, using colour to highlight key interactions and important parts of the story:
Initial individual drafts of the storyboard, showcasing the development process leading to the final version
We planned an app that delivers a daily piece of inclusive art to users, encouraging them to:
Our goals were to:
To ensure the app was accessible and engaging, we focused on:
We chose content from Europeana galleries, aligning with themes that promote inclusivity and representation.
To engage users effectively, we adopted a minimalist design approach. Simplicity and accessibility were our guiding principles, ensuring the art remained at the forefront. Our target users were individuals passionate about inclusivity and concerned about underrepresentation in art.
In the prototyping phase, I was responsible for:
We used Figma to create an inclusive art experience, exploring layout options, navigation paths, and functionality. This marked the shift from abstract ideas to tangible digital designs.
User flow diagram, outlining navigation between features such as galleries, artwork sharing, favourites, and user settings.
We sketched the app's foundational elements and created wireframes as a blueprint. This involved:
These early visuals ensured every design decision was user-focused and inclusive.
Using Figma as our canvas for quick prototyping, we conducted:
These methods helped us refine each version efficiently. We found that users appreciated the straightforward and intuitive navigation, making it easy to explore inclusive artworks.
Initial wireframes compared to their final high-fidelity counterparts
To enhance the user experience further, I designed key micro-interactions, such as:
These features added depth to the user experience, supporting our mission of promoting inclusivity and representation in art.
Highlighted micro-interactions
The final mobile app was sleek and user-friendly, seamlessly integrating with Europeana galleries to deliver diverse and inclusive artworks daily. Users could easily explore, learn, and share these treasures.
Interactive Figma Prototype
After deploying the interactive Figma prototype, we conducted a User Experience Questionnaire (UEQ) with 22 participants.
This project was an experience of learning, creativity, and a commitment to inclusivity. It showed that art has the power to bridge gaps and create understanding. Inclusivity in art is not just an idea; it's a reality we can all contribute to.
The project reinforced the importance of inclusivity in the art world. It highlighted that everyone should have the opportunity to connect with art, regardless of their background.
Keeping the user interface simple and accessible proved essential. By allowing art to take centre stage rather than complex features, we enhanced the user's connection with the artwork.
Creating an immersive experience is critical to user engagement, but working with a Figma prototype posed limitations. Learning and implementing micro-interactions was vital in overcoming these challenges.
While celebrating the diversity of underrepresented artists, we had to be cautious to avoid perpetuating stereotypes, thus careful and respectful selection from Europeana's galleries was crucial.