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CreArt
A mobile app for co-creating augmented reality public art in a city

Project Background

Duration
Three months

Context
05410 User-Centered Research and Evaluation (Spring '20)

Team
4 UX Researchers

My roles
Research Lead
UX Designer

Research methods
Contextual interview
User journey mapping
Affinity diagramming
Think-alouds
Storyboarding
Speed dating

Summary
01

Problem

Public art co-creation is unfamiliar to many, yet this could help foster qualities that make cities more measurably livable.

02

Insight

People need the motivation to enjoy the outcome and experience of co-creating through synchronized working and a low threshold for collaboration.

03

Outcome

A mobile app that uses Augmented Reality (AR) to allow users to co-create art with friends and families on top of existing landmarks around the city

Scope

How might we encourage the general public to participate in art co-creation while feeling connected to the community and confident about expressing themselves?

Every form of art is very personal, including community-driven art is personal. However, we still lack a system in which each creator can contribute to the creation process with a lower threshold while enjoying themselves.

Research Phase

Three Phases of Research

Research phases conducted

Customer Journey Mappping

This customer journey map represents what a first-time co-creator of public art experiences. I gathered this from primary research and visiting public art pieces in downtown Pittsburgh.

Customer Journey Map

Contextual Inquiry and Affinity Diagramming

We interviewed and probed five participants to understand people’s attitudes on public art. We identified gaps and opportunities in the public art co-creation process. We then analyzed our results by conducting interpretation sessions for each interview. After which, we synthesized these sessions through affinity diagramming.

Affinity Diagram Affinity Diagram annotation Affinity Diagram annotated

Think-Alouds and Usability Findings

We conducted think-alouds on an art co-creation game online, A Fake Artist Goes to New York. We then gathered insights on users’ needs when collaborating and synthesized our results using usability findings.

Usability Findings from user testing Usability findings annotation Usability findings annotated

Storyboarding and Speed Dating

We determined five potential areas of need and created three comic-based stories for each area. In the speed dating sessions, we presented participants with these storyboards, and we probed them for their feelings towards each storyboard. The storyboards and speed dating sessions revealed the prioritization of sub-problems.

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Insights

From the previously stated user research methodologies, our team discovered the following insights:

01

Motivation for Outcome and Process

People need the motivation to enjoy the outcome and experience of co-creating. Friends and family members can also serve as motivation for people to participate in the art co-creation process. People also value the process more than the final product.

02

Building the Community through Interactions

People value working in a synchronized environment, which also gives them a sense of building the community. Synchronized collaboration enables interactions among participants and inspires creativity through real-time communication.

03

Low Threshold for Collaboration

There needs to be a low threshold for the art co-creation process for people to feel comfortable to participate in it. Each contributor should be able to express themselves alongside their friends.

04

Negative Critique Unwelcome

People fear negative critique, users should not exposed to this. Since art is very personal, people also feel that art critique is personal.

Solution

CreArt is an AR art co-creation app that allows users to co-create art with friends and families on top of existing landmarks around the city.

Mockup of a person using CreArt
01

Livability

We identified that art co-creation contributes to the livability of a city. CreArt contributes to the livability of a city by:

  • Encouraging community building through interactions with co-citizens
  • Integrating real-world locations into people’s creations
  • Generating relatable themes about the city and the residing communities
02

Motivation

Motivation is essential in bringing people to co-create art. CreArt helps generate users' motivation by:

  • Using social influences to draw people into art co-creation
  • Strengthening the feeling of community through the art co-creation process
  • Providing attractive themes that spark users' creativity and curiosity
03

Collaboration

The design of the co-creation itself is important to users. CreArt improves the collaboration experience by:

  • Enabling interactions among participants through synchronized collaboration
  • Inspiring users' creativity through real-time communication
  • Allowing users to view past works on related themes to figure out what to do, especially for those with no prior experience
  • Connecting users virtually so they can create art even at home
04

Uniqueness

CreArt is a uniquely designed platform that aims to increase the livability of the city by:

  • Allowing users to create art without training (against sculpting, oil painting, etc)
  • Collecting a permanent archive of art, in contrast to temporary pieces of public art
  • Creating a positive culture through users' "hearting" of others' works
05

Measurability

CreArt can measure its impact on specific aspects of the livability of a city, such as:

  • The community-building aspect through time spent with friends and family
  • The vibrancy of the city's identity through social media shares and time spent in landmarks
  • The engagement of citizens to city life through the number of revisits to landmarks
Final Design

Journey

steps in our prototype of CreArt

Screen Designs

Reflection

Lessons Learned

In this process, I learned numerous user research methods, such as contextual interviews, affinity diagramming, think-alouds, and storyboarding and speed dating. These methods were especially difficult to use and learn from in the face of social distancing and lockdown guidelines, so all of these methods were conducted online. In light of this, I learned how to work better with teammates online and be more analytical, especially in probing interviewees for insights and unique discoveries.

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