Artstor Cards App
Lean UX, Wireframing, Interaction Design, Prototyping, Icon Design
Students fear studying for art history.
How do we approach studying in an efficient and enjoyable manner?
Selected samples of user experience research are displayed below. Techniques included user interviews, user stories, feature requirements, user flows and wireframes. A comprehensive list of user stories can be viewed here.
User Stories: Student
- As a student, I want to choose if the image stack loops once or infinitely.
- As a student, I want to choose whether the image comes before or after the data.
- As a student, I want to be able to hold my phone vertically for convenience.
CONDITION OF SATISFACTION
- Ability to choose between looping once or infinitely before studying.
- Ability to choose between image and data before studying.
- Fixed vertical orientation.
SUMMARY/GOALS FOR CARDS
To create an iOS app for users (i.e. students) that aids in studying media in the Artstor Digital Library.
OVERVIEW OF CARDS AND GENERAL USE
- User logs into Cards.
- User searches for an image group.
- User selects image group.
- User sees overview of images, data and description within the group.
- User selects quiz mode options and launches flashcards.
- User goes through flashcards.
- User finishes and sees progress.
- The user has an Artstor account.
- The user or an instructor has created image groups for studying in Artstor Digital Library.
- Global folders (i.e. AP® Art History and AP® images) are available to all users.
We created two different game modes for the user to study their material with: Flashcard and Quiz.
TESTING OUR HYPOTHESIS
After gaining feedback from users, they were more intrigued by flashcard mode over quiz mode. They also felt it was more entertaining and felt less like 'studying.'
We gamified the studying experience by creating a mobile flashcard app. Artstor Cards emulates the traditional flashcard studying experience throughout its interface and interactions. It maximizes efficiency for users, allowing them to focus on studying instead of producing material.
PROGRAMMING LANGUAGES USED