GAMIFIED ART DISCOVERY CONCEPT
Client: Personal
UX/UI Product Design · Four-week final project
Focus: Product strategy · UX research & synthesis · Information architecture · Content design
We designed a gamified art discovery app that helps people scan, understand, collect, and share artworks. Museum visits turning into a personal record of discovery and progress.
Client: Personal
UX/UI Product Design · Four-week final project
Focus: Product strategy · UX research & synthesis · Information architecture · Content design
We designed a gamified art discovery app that helps people scan, understand, collect, and share artworks. Museum visits turning into a personal record of discovery and progress.
Role and Responsibilities
I worked across UX research, concept development, synthesis, product strategy, information architecture, and content design. My responsibilities included conducting and synthesizing research, evaluating competitors and cross-category references, and playing a substantial role in developing the user flows and wireframes.
I also shaped how information about artworks, artists, challenges, and progression should be structured and presented. During the high-fidelity phase, my primary focus shifted toward gathering, organizing, and writing the product content while continuing to contribute to strategic and design decisions.
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I also shaped how information about artworks, artists, challenges, and progression should be structured and presented. During the high-fidelity phase, my primary focus shifted toward gathering, organizing, and writing the product content while continuing to contribute to strategic and design decisions.


Problem Statement and Goals
Art information can feel dry, overwhelming or inaccessible. Museum visitors often photograph artworks but rarely revisit those images or retain their context.
Our goal was to create an experience that makes art easier to understand, remember and explore - without distracting from the artwork itself.
Our goal was to create an experience that makes art easier to understand, remember and explore - without distracting from the artwork itself.
Preparation
We began by exploring opportunities around art, learning and digital engagement. This led to the idea of an “Art Translator” that could make artworks and their context easier to understand.
Through desk research, competitor analysis, surveys and interviews, we investigated how people engage with art, preserve memories and stay motivated. We also studied gamification principles and products such as Strava, Duolingo and Pokémon Go to understand how challenges, progression and social visibility could encourage continued exploration.
These insights made gamification a central part of the product direction:
From “Shazam for Art” to “Strava for Art.”
Our findings informed three personas, journey maps and initial user flows. A sitemap and screen-architecture checklist helped us define the product structure and prioritize its essential features.
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Through desk research, competitor analysis, surveys and interviews, we investigated how people engage with art, preserve memories and stay motivated. We also studied gamification principles and products such as Strava, Duolingo and Pokémon Go to understand how challenges, progression and social visibility could encourage continued exploration.
These insights made gamification a central part of the product direction:
From “Shazam for Art” to “Strava for Art.”
Our findings informed three personas, journey maps and initial user flows. A sitemap and screen-architecture checklist helped us define the product structure and prioritize its essential features.



Implementation
We translated the product strategy into wireframes, reusable components and an interactive prototype. Gamification became part of the experience through challenges, collections, personal progress and community activity.
Through several visual explorations, we found that a quieter interface gave the artworks and information more space. We therefore developed a scalable foundation built around three layers: Canvas, Content and Navigation.
This system formed the basis for the final high-fidelity screens and clickable prototype.
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Through several visual explorations, we found that a quieter interface gave the artworks and information more space. We therefore developed a scalable foundation built around three layers: Canvas, Content and Navigation.
This system formed the basis for the final high-fidelity screens and clickable prototype.


Key Challenges and Solutions
Recognition was not enough because scanning an artwork creates only a short interaction. We connected each scan to collections, challenges, statistics and community activity to create longer-term value.
Gamification could easily become a distraction. We therefore focused on mechanics that support exploration such as challenges, collections and personal progress, while keeping the interface visually restrained.
The product contained overlapping areas because challenges, collections and detail pages shared similar information patterns. Reusable components and a shared content structure helped us create a more consistent experience.
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Gamification could easily become a distraction. We therefore focused on mechanics that support exploration such as challenges, collections and personal progress, while keeping the interface visually restrained.
The product contained overlapping areas because challenges, collections and detail pages shared similar information patterns. Reusable components and a shared content structure helped us create a more consistent experience.

The Product
The final concept is structured around five connected areas:
The central prototype flow follows a visitor scanning a work by Caspar David Friedrich at Berlin’s Alte Nationalgalerie and adding it to an active challenge.
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Home brings together personal and community activity.
- Challenges provide short- and long-term collecting goals.
- Scanner recognizes artworks and reveals their context.
- Library stores artworks, artists, venues and collections.
- Profile visualizes personal progress, statistics and achievements.
The central prototype flow follows a visitor scanning a work by Caspar David Friedrich at Berlin’s Alte Nationalgalerie and adding it to an active challenge.
Outcomes and Learnings
The result is a high-fidelity interactive prototype that connects art recognition with learning, collecting, progression and social engagement.
Personal statistics turn individual discoveries into visible progress. Users can export and share these summaries, extending the experience beyond the museum and making achievements part of the community.
The prototype establishes the product’s core experience and provides a strong foundation for future user testing and refinement.
Our main learning was that the concept became more distinctive when its strategic idea remained strong and the visual interface became quieter.
We started by asking how technology could explain art. We ended by exploring how it could help people build a lasting relationship with it.
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Personal statistics turn individual discoveries into visible progress. Users can export and share these summaries, extending the experience beyond the museum and making achievements part of the community.
The prototype establishes the product’s core experience and provides a strong foundation for future user testing and refinement.
Our main learning was that the concept became more distinctive when its strategic idea remained strong and the visual interface became quieter.
We started by asking how technology could explain art. We ended by exploring how it could help people build a lasting relationship with it.

