INOV8.ai

AI Classroom to Enhance Virtual & Hybrid Learning Experience

Overview

The project focuses on developing an innovative digital tool to streamline information management and enhance operational efficiency for Visit OBX hotel's, helping to optimize daily hotel workflows and improve employee productivity.

ABOUT CLIENT:

Visit OBX is a hospitality company dedicated to providing top-tier service to guests in the Outer Banks. Visit OBX offers a curated selection of 9 unique and affordable properties in the Outer Banks, North Carolina, providing guests with memorable and budget-friendly vacation experiences.

Team

UX Designer, Hotel Manager, Business Analyst

My Role

User Interviews, Secondary Research, Competitive Analysis, Personas, Wireframes, High-fidelity prototype, Usability Testing

Tools

Figma, Miro

Duration

8 weeks

9 Unique Outer Banks Hotels

Project Inspiration

During my summer visit to the Outer Banks, North Carolina, I stayed at Hotel Blue Heron, one of the VisitOBX hotels, for about a week. While there, I noticed the day-to-day challenges the hotel staff faced, especially during peak season. Curious to learn more, I engaged in conversations with the employees and even had the opportunity to meet the hotel owner. Through these discussions, I gained valuable insights into the difficulties they were experiencing, from managing room updates to handling guest requests efficiently.

This sparked an idea to design a solution that could streamline their processes and improve overall efficiency. With the hotel owner's enthusiasm for exploring potential solutions, I began working on this project for VisitOBX.

Problem

Independent Mid-size hotels often struggle with inefficient, manual processes for updating room statuses and communicating between housekeeping, front desk, and management.

This leads to time-consuming tasks, delays in service, and difficulty in managing operations effectively.

Visit OBX caters to two distinct guest types: contract guests and regular guests. Contract guests receive customized services and rates based on their specific agreements, which introduces unique challenges in managing and updating both type of guests information to housekeeping and maintenance teams efficiently. For example, contract guests have different check-out times and  stay-over services.

This complexity highlights the need for a tailored solution to streamline these processes.

How might we design a digital system that helps Visit OBX hotels streamline their housekeeping and room inspection processes, enabling staff to manage daily operations more efficiently and improve overall guest service?

Solution

Designed a digital application for tablets and iPads, focusing on optimizing housekeeping and room inspection processes, including amenities, to ensure real-time updates to the supervisors.

Introduced features such as room status updates digitally and simplified reporting of room conditions and different hotel amenities.

Design Impact

Conducted usability tests with Visit OBX hotel managers, supervisors, front desk staff, housekeepers, and maintenance teams. The feedback was overwhelmingly positive, and the hotel chain owner was highly impressed with the solution's potential.  

80 %
Housekeepers were easily able to navigate through screens and operate them
98 %
Hotel managers were pleased and eager to adopt the solution
96 %
Supervisors felt the system could boost workflow efficiency and sales

Project Challenges

Time Constraints

During my brief stay in the Outer Banks, I conducted in-depth user research and on-site observations, followed by remote collaboration. I prioritized essential functionalities like housekeeping and room inspections, strategically deferring additional feature enhancements for future iterations.

Complex Guest Information Management

    Handling two distinct guest categories—contract and regular guests—added complexity to the information management system.

    Streamlining Cross-Department Communication

    Ensuring seamless communication between housekeeping, front desk, and management was challenging.

    Balancing User Simplicity with Functionality

    Creating a system that is both easy for hotel staff to use and robust enough to handle complex tasks was a challenge.

    Design Process

    Understanding Users

    Conducted 25 user interviews with hotel managers, front desk supervisors, housekeepers, maintenance staff, and accountants to gain firsthand insights into their tasks, observe the challenges they face, and better understand their expectations for an improved system.

    Insights from Interviews

    I discovered that all the roles—from management to housekeeping—sought a more efficient way to access and update information. Centralizing data and streamlining these processes would save significant time, allowing staff to focus on enhancing other areas of the hotel and delivering exceptional hospitality.

    Background Research

    Analyzed various articles and reports focused on revenue projections, industry comparisons, and emerging trends in the hospitality sector. This research provided key insights into the operational challenges and potential opportunities for small hotels in improving efficiency and guest services.

    Hotels market in the US is anticipated to experience a rise in revenue, contributing the most globally.

    $110.60 billion
    by 2025

    Forecasted total revenue  generated through online sales in the Hotel market.

    78%
    by 2029

    User Demographics of Visitors in Outer Banks, North Carolina

    Market Trends

    Created a flowchart for market trends in the Outer Banks based on primary/secondary research and observations, focusing on factors such as customer preferences, emerging market trends, local special circumstances, and underlying macroeconomic factors.

    Affinity Mapping

    We identified key themes and systematically organized the collected data around them. This approach allowed us to clearly define the challenges faced by Visit OBX.

    Persona

    The personas were developed to represent key users in the hotel’s operations, based on direct interviews and observations.

    Solution

    Digital application optimized for housekeepers and supervisor/manager with easy-to-use buttons and a simple, easy-to-navigate interface for quick updates while moving between rooms. This ensures real-time room status updates, streamlined reporting of conditions and amenities, and seamless communication between staff and management, boosting efficiency and setting the stage for future system expansion.

    Real-Time Room Service Updates

    Housekeepers can instantly update room statuses for both regular and contract guests, ensuring smooth service with minimal delays.

    Priority Service Requests

      Front desk staff or management can assign priority tasks directly through the app, eliminating the need for manual communication and allowing housekeeping teams to focus on the most urgent needs.

      Instant Complaint Registration

      Issues like missing or broken amenities can be reported instantly through the app with photo documentation. Complaints are automatically routed to the appropriate teams, ensuring quick response and efficient tracking of resolutions.

      Effortless Room Inspections

      Employees can update room statuses and report issues with just a few taps, eliminating the need for paper forms or physical check-ins with the front desk.

      Information Architecture

      Wireframes

      The wireframes were designed to create a clear, functional layout that visually represents the key features of the housekeeping application.

      High-fidelity Prototype (Key Screens)

      Developed high-fidelity prototypes incorporating a new design system, refined visuals, and detailed interactions tailored for the housekeeping application. These high-fidelity prototypes were essential for formal usability testing and effectively demonstrated the solution to stakeholders.

      Design System

      Home Screen

      Room Screen

      Amenities Screen

      Amenities Screen

      Complain Registration Screen

      User Testing Insights

      I conducted think-aloud usability tests with hotel staff, including housekeepers, front desk employees, and managers. Additionally, I performed an expert-led cognitive walkthrough to refine the designs.

      Updates after Testing

      • Updated colors on various screens for better clarity and modified text for improved readability.
      • Iterated designs based on feedback from housekeepers.

      Limitations

      • Narrow Focus Due to Time Constraints: The project concentrated on housekeeping and room inspection processes, with other potential hotel management features left for future phases.
      • Scope Restriction: The solution was limited to essential functions like room status updates and maintenance reporting, postponing broader functionalities for a later stage.
      • Device Compatibility: While optimized for tablets and iPads, testing on other devices was minimal, which may impact the user experience on unsupported platforms.

      Learnings

      • User-Centric Design: Creating a simple, intuitive interface with easily accessible buttons for ease of use on tablets and iPads was crucial to enhancing user adoption and minimizing workflow disruptions.
      • Empathy-Driven Research: Conducting interviews and observing the challenges faced by staff provided deep insights into their needs, helping to design a more effective, practical solution.
      • Hospitality Business Workflow: The project provided valuable insights into how the hospitality industry functions, emphasizing the importance of timely service, efficient operations, and maintaining high standards during peak business seasons to ensure guest satisfaction.

      Overview

      The project aims to improve student engagement, connectedness, and learning equity in education by introducing FazBoard, an artificially intelligent teaching and learning system. FazBoard leverages the potential of human and AI interaction in educational contexts, allowing educational stakeholders and AI tools to complement each other’s strengths to achieve educational goals and improve outcomes.

      The system consists of two essential components: an infinite digital canvas and the AI Assistant. The digital canvas creates a teaching and learning environment, facilitating interaction and collaboration between the teacher and individual students and among students. The AI Assistant provides 24/7 instant responses to students’ inquiries and automates the collection of student inquiries and learning analytics. Results can be used to improve the curriculum in terms of substance, difficulty levels, delivery methods, and styles.

      The project aims to align teaching and learning activities with the diversity in classes and to ensure equitable access and learning outcomes through adaptive and active learning.

      Mentor

      Prof. Ben Fawzi BenMessaoud, Ph.D

      Team

      2 UX Researchers. 2 UX Designers, 2 System Architects

      My Role

      User Research, Data Analysis, Literature Reviews, Competitive Analysis, High-Fidelty Design, Usability Testing

      Tools

      Figma, Miro, Adobe Suite

      Duration

      24 months

      Click here for More Info

      FazBoard

      The FazBoard intelligent classroom takes the virtual & hybrid learning experience to a new level. By blending infinite digital boards with advanced Artificial Intelligence, FazBoard shifts the focus from teaching to active learning.

      FazBoard offers three unique spaces - the teacher's space, individual learner's space, and a collaborative group learning space, all intentionally designed to cater to specific user needs.

      FazBot

      The AI Teaching Assistant, Fazbot, is a virtual assistant designed to help students with their studies by answering questions, clarifying topics, and providing resources related to the subject matter.

      1] To begin, type anything into the chatbox to wake up FazBot.

      2] Asking about topics available will reveal a list of options.

      3] Choose a topic and FazBot will provide assistance regarding the chosen.

      Learnings

      • AI-Driven Engagement: Leveraged AI in FazBoard to personalize and enhance student interaction, creating a more dynamic learning experience.
      • Ethical Data Practices: Ensured data privacy and security in managing sensitive student information, prioritizing ethical standards.
      • Startup Agility: Thrived in a fast-paced startup environment, driving innovation, adaptability, and continuous improvement.
      • Cross-Team Collaboration: Worked closely with product, engineering, content, and market research teams to deliver impactful solutions.

      Overview

      Digital classroom to enhance virtual & hybrid learning experience

      Objective

      The goal is to analyze the game by using different psychology theories, and re-design the game to overcome the disadvantages based on the critique of the game.

      Game Overview

      Slim Volleyball is a simple volleyball game which can be played with 3 arrow buttons (left: to move left side ; up: to jump ; right: to move right side). This game can be played by one or two players. The player can go, left and jump to pass the ball to the other side. The player earns points when the ball lands on the opposite side of the opponent. The ball gets directions according to body hit area of the player. The player can touch the ball multiple times.

      Process

      Game Analysis

      To analyze the game, I have used the psychology theories from from Skinner, Deci and Ryan, and Proctor and Van Zandt.

      I have tried to understand the different concepts from the theories and note the advantages and disadvantages according to it.

      Operant Conditioning - Skinner

      According to Operant Conditioning theory from Skinner, a behaviour is more likely to be repeated if itis followed by a positive consequence, known as reinforcement. Reinforcementcan take many forms, including food, praise, or money, and can be eitherpositive (adding something desirable) or negative (removing somethingaversive). On the other hand, a behaviour is less likely to be repeated if itis followed by a negative consequence, known as punishment. Punishment can alsotake many forms, including electric shocks, scolding, or fines.

      Following observations are drawn from the different concepts from the Operant Conditioning theory by Skinner:

      • The game has no tutorial for new players to learn the basics of gameplay.
      • A player has to continuously play multiple games to get familiar with the game.
      • If the game is played with the offline opponent (multiplayer), the game becomes easy to play. This can help both players to observe different patterns of the game and master the game faster.

      Advantages

      • The player can win and get familiar with the game if played with offline oppponent.
      • Players have to think the player position and play the shot at the same time which improves concentration.

      Disadvantages

      • It is difficult to learn and observe the patterns of the game for novice players.
      • Players can get frustated easily as there is no tutorial or gameplay difficulty levels.

      Self Determination Theory - Deci and Ryan

      According to the Self-Determination Theory by Ryan and Deci, a good game should have competition, freedom, motivation and connection (social media) with other players. If a game has all of these criteria’s, the game can attract more players and keep them engaged in playing the game for longer period of time. When these needs are met, people are more likely to experience intrinsic motivation, or the desire to engage in an activity forits own sake, rather than for external rewards or punishments.

      Following observations are drawn from the different concepts from the SDT theory by Ryan and Deci:

      Autonomy

      • Players have no choice to select ball, stadium, gameplay difficulty, player outfits and gameplay controls.
      • Players have no choice to play different competitions/leagues.

      Competence

      • The opponenet is very tough,  Player has to score 6 times to win the game.
      • The game can be played with offline opponent, which give player the freedom to choose the opponent.

      Relatedness

      • The game does'nt resemble the actual volleyball game. The graphics are 2D and not realistic.
      • The game has no option to sign up with social media platfors and play game online.

      Motivation

      • The game fail to provide extrinsic motivation.
      • The game give players intrinsic motivation as player earn points by beating the tough opponent.

      Advantages

      • Good competition due to fierce opponent.

      Disadvantages

      • No proper intrinsic and extrinsic motivation.
      • Low Graphics (ball, court, player)
      • No difficulty levels
      • No freedom for players to choose opponent,  competition and outfits/environament.
      • Cannot connect with social media platforms and compete with friends online

      Retention and Comprehension of Information - Proctor and Van Zandt

      According to the Retention and Comprehension theory by Proctor and Van Zandt, there are four stages of information processing: encoding, consolidation, retrieval and comprehension. Recalling/collecting the appropriate data from the memory is crucial for successful performance.

      Following observations are drawn from the different concepts from the Retention and Comprehension of Information theory:

      • The game requires no registration, hence no data is stored on the cloud.
      • No personal information is asked by the game when a new player plays the game.
      • The game operates with 3 keys: right, left and up arrow key. Players can recall them easily using sensory store memory.
      • There is no need of long-term memory and short-term memory storage according to the present features of the game.

      Advantages

      • No mental load to enter personal details. Players directly play the game.

      Disadvantages

      • No data is stored internally.
      • No cloud storage to recover data

      Game ReDesign

      To redesign the Slime Volleyball game, I have used the concepts from “Game Design Workshop” and “The Art of Game Design: A Deck of Lenses”. The disadvantages are redesigned to make the game more intuitive and user-friendly.

      The Lens of Essential Experience

      • The game doesn’t represent the real volleyball game. There is no logo, volleyball court and player appearance that resmebles the real volleyball game.
      • The game needs an attractive logo to capture the mind of the players and leave a mark of presence.

      The design changes can improve the autonomy of the game. Players can choose their court and have real time experience while playing the game. Logo can give unique image to the players and differentiate the game from thesimilar games.

      The Lens of Player

      • Players who play this game are mostly from 8-18 age. The court, player and ball appearance are the most important factors for players in this age group.

      The design changes can improve the relatedness and autonomy of the game. Players can choose their own ball and player appearance. This can affect the “Operant Conditioning” (Positive Reinforcement) and help the players to improve their gameplay performance by observing their moves in a more realistic way.

      The Lens of Flow

      • The goal of the game is clearly defined. There are no distractions in the game that the player can forget the prime goal to defeat the opponent.
      • The game lacks gradually increasing challenges/levels. There is no difficulty level. This effect the skills of the player as it takes longer time to master the skill to beat the opponent.

      The design changes can increase the autonomy and competence of the game (Self Determination Theory). Players have the freedom to choose the difficulty level and can improve the competence as there are different levels in the game which can gradually increase the gameplay of the player.

      The Lens of Challenge

      • Challenges are one of the most pivotal factor that decides the toughness/competence of the game.
      • Challenges keep the players to play the game for a longer period of time. The present game doesn’t have any challenges. The only challenge is to beat the tough opponent and earn the points.

      The design changes will give players some more competence. After completing the challenges, the players can be rewarded with some points (intrinsic motivation). The variety of challenges can improve the skills of the player and get more familiar with the game.

      The Lens of Reward

      • Rewards give the motivation to play the game and share it on different platforms (promote). The present game doesn’t give their players any rewards (trophies, badges, points, gift cards, etc).

      Players can be awarded with trophies and badges which can increase their interest in playing the game and completing more challenges and competition. Rewards can also be shared on different platforms if the player wish to show them to friends/followers.

      Awards that are given after completing long term challenges(competition) increase the motivation (intrinsic) to play and promote the game.

      According to Self Determination Theory, motivation plays a major role in the game and awards can drive the motivation. It can also decrease the “Negative Reinforcement” (Operant Conditioning) as the player will be in touch with the game regularly to win the rewards. Players can fell that they are learning something when they win the rewards.

      Learnings

      • Understanding the users' motivations is crucial: Understanding what motivates users to play the Volleyball game and how they approach the game can help design a more engaging and satisfying user experience.

      Overview

      The aim of this project is to help user easily manage and track their home's electricity consumption, so that they can consume energy more efficiently and spend less money.

      Making a sustainable and energy-efficient living is not an easy task and making it affordable is even harder. Electricity Conservation is a global problem, and users are not aware of how to save it. Our project IMENCO - Impactful Energy Consumption will help users conserve electricity more efficiently and contribute to a more sustainable environment.

      Team

      5 UX Dsigners

      My Role

      User Interviews, Research, Affnity Mapping, High-Fidelity Prototype, User Testing

      Tools

      Figma, Miro

      Duration

      8 weeks

      Design Process

      Primary Research

      The primary research helped us in understanding the complexity of the problem and its impact on the individuals by collecting data directly from the potential users. We used two methods for primary research: Interviews and Surveys

      Insights from Interviews

      Last night my roommate left the cooktop ON after cooking his dinner.
      I'll throw a few clothing into the washing machine at a time when I realize at last minute that I need a certain outfit for an event.
      I was really surprised to hear that Swati had literally half of what we paid for our electricity bill.
      Could'nt find tools to help reduce enery usage
      Modern Houses with lot of devices have high energy usage
      Can't Monitor and take action of enery usage in real-time
      Just adding a Smart Device is not enough to reduce power waste

      We conducted 12 interviews: 2 per team member. The interviews were with international students in US, family members and working professioanls.

      We found that most of the users were excited to know thier real-time electricity consumption along with controlling the devices remotely.

      5 out of 12 interviews told that they are not taking any significant step towards electricity conservation and sustainability.

      Insights from Survey Responses

      41 %
      Shocked on higher electricity bill
      42.6 %
      Can't understand electricity bill
      79.2 %
      Feels Smart Devices doesn't save electricity electricity bill
      90 %
      Want to track their electricity consumption

      Secondary Research

      For Secondary Research, we read multiple research papers and articles on topics related our problem space: electricity consumption, carbon emissons, global warming and smart home appliances. We gathered important insights as follows:

      1260 kWh
      Average individual electricity consumption per month
      64,775 mT
      Total CO2 Emissions in Indiana for the year 2020
      Upto $200
      Phantom Load can cost upto 10% of your electricity bill

      Affinity Mapping

      Using the data from the interviews and surveys, we created an affinity diagram, which validated our background research findings.

      Personas

      After analyzing key findings, we segmented our users into two personas in order to streamline the design process and further design accordingly.

      Brainstorming Session 1

      We had two brainstorming sessions to come up with different ideas and solution. The first session was a 40-minute session where each team member were putting their ideas according to different categories. This helped us to know the new possibilities and solutions to solve user prolblems.

      Brainstorming Session 2

      The second brainstorming session helped us to think of problem-solving in a broad way. We explored new topics and and brainstormed how they are related to sustainability.

      Solution

      After identifying the key problems and conducting two brainstorming sessions, we proposed to design a mobile application IMENCO - Impactful Enerygy Consumption which comprise of three main features: Insights and Motivation, Connection and Control, and Planner and Milestones.

      Insights and Motivation

      • Real-time insights displaying total consumptions, savings and tips on how to better maange electricity.
      • Suggestions on actions users might take in order to reduce electricity bill.

      Connection and Control

      • User will be able to monitor the status of their application and control them.
      • User can connect the app with any smart devices in their house.

      Planner and Milestones

      • Planners with suggested prompts on how to consistently follow methods to save wastage of electricity.
      • Charts to show users their conservation journey and future goals.

      User Flow

      We created the user flow to understand the primary tasks of the applicationand analyze how the app is going to work.

      Prototype

      We evaluated our prototype through heuristic evaluations individually based on Jakob Nielsen's 10 heuristic principles which offered us unique perspectives along with new flows in the app. We also conducted think-aloud sessions to identify usability issues. We finally iterated the final design based on the feedback received by the user testing.

      Onboarding Screens

      Existing Users can sign-in and directly go to the home screen. New users can use sign-up option, where they will be asked to enter the location (zipcode). The app will detect some smart devices and user can add them to the app.

      Dashboard Screen

      Dashboard screen display the suggestions, weekly energy usage limit, insights, rooms and devices, and tips of the day to conserve electricity.

      User can quickly check the status of the devices of a particular room from this screen and control it.

      Add New Room

      User can add room to the app and further add devices in the room. The app will ask to add members who will be using this room and have control on the devices.

      Add New Devices

      User can add devices to the specific rooms. There are two options for the user to add devices: manually entering the details of the device and scanning the barcode on the device.

      Insights and Planner

      Real-time insights displaying total consumptions, savings and tips on how to better maange electricity. Users can also check deatils of energy consumption of a partticular day.

      Planners with suggested prompts on how to consistently follow methods to save wastage of electricity. User can watch their conservation journey and future goals.

      User Testing Insights

      • There were some color contrast issues on the home screen and Insights & Planner screens.
      • Home screen plus button placement was changed from navbar to floating button.

      Limitations

      • Devices that are not smart cannot be added to the application. Electronic waste is also a rising problem, hence upgrading to smart devices is not affordable and feasible to all.
      • Smart plug is a present solution for devices that are not smart, which cannot be affordable by everyone.

      Learnings

      • Iterative Process: Continuously revisiting phases to refine designs based on identified flaws or missing elements.
      • User-Centered Design: Focusing on understanding user needs and behaviors to create a product that encourages energy-saving actions.
      • Data Visualization: Utilizing impactful visual representations to help users comprehend and modify their energy usage patterns.

      Overview

      The project focuses on developing innovative tool for art price estimation and strategies to enhance organic growth, helping Cohart to empower artists and elevate their presence in the art market.

      About Client:

      Cohart is a vertical social marketplace dedicated to empowering artists and art collectors. It provides a platform for artists to showcase their work, connect with buyers, and manage their careers, while offering collectors a trusted venue to discover and acquire unique pieces.

      Team

      3 UX Deginers

      My Role

      User Interviews, Secondary Research, Competitive Analysis, Sketches, Low/High-Fidelity Prototype, Usability Testing

      Tools

      Figma, Miro, Balsamiq

      Duration

      8 months

      Problem

      The modern art world is experiencing a profound shift, with traditional pathways for artists to showcase their work, build communities, and manage their careers becoming more fragmented and difficult to navigate.

      How might we create a system for independent visual artists to effectively sell their artwork on our platform?

      Solution

      We designed an art-price estimation tool for artists and introduced features like social media sharing and achievement badges to boost organic user growth and enhance engagement and visibility.

      Design Impact

      I conducted a final prototype test with 25 artists. The prototype not only helps artists price their work more effectively but also enhances their visibility on social media platforms. Additionally, it fosters connections within their artistic community, providing the motivation and support they need to thrive creatively.

      80 %
      artists recognized the substantial benefits of the art-price advising tool
      84 %
      artists were easily able to easily able to navigate through screens
      68 %
      prices determined by the tool matched current artist-set prices on the Cohart platform
      72 %
      artists were pleased with the different ways of sharing on social media.

      Project Challenges

      Developing various Art Pricing Formulas

      It was a challenge to research and identify the key pricing factors for various types of artwork. Each art type required thorough consultations and verification with industry experts to determine the appropriate parameters.

      Art Pricing for Talented Artists

        Pricing art involves multiple factors, including an index number based on the artist’s experience. For emerging artists with exceptional talent but little market exposure, determining an appropriate index number posed a significant challenge.

        Testing with Artists

        It was challenging to test the art pricing formulas and prototype with artists of varying experience and expertise. Despite time constraints, our team successfully conducted tests with artists at different skill levels to validate the formulas.

        Design Process

        Primary Research

        I conducted 6 user interviews with various stakeholders, including digital artist, photographer, illustrator and canvas artists to gather firsthand insights into their experiences and expectations.

        Insights from Interviews

        "Marketplace should address Art Theft. it ensures a thriving and secure environment for artists and collectors."
        "I find it difficult to meet and network with a diverse community of artists in my city who can understand my cultural values"
        "Determining the value of our artwork as emerging artists poses a challenge, as there is a tendency for individuals to negotiate and anticipate lower prices from artists who are in the early stages of their careers."
        "Marketplace and social media platforms only showcase art from popular artists. I feel they should also promote and encourage new and emerging artists."

        We found that most artists believe the marketplace should enhance security against art theft, facilitate networking within diverse artistic communities, ensure fair pricing for emerging artists, and increase visibility for new talent alongside established names.

        Secondary Research

        For secondary research, we reviewed numerous articles and research papers focused on the current art market, digital platforms for artists, and future market projection. We gathered important insights as follows:

        Distribution of sold lots across different price segments in the US in 2023:

        98 %
        Below $100k
        1 %
        Above $1M
        1 %
        $100k - $1M

        We analyzed current and historical data to understand global art market dynamics and the distribution of market contributions across regions, focusing particularly on the dominant role of the US.

        48 %
        US Contribution
        57 %
        Sell-through Rate

        Projected compound annual growth rate (CAGR) for the art market by 2027

        4.2 %
        From $580 B to $682 B

        Competitive Analysis

        We studied direct competitors and market leaders to uncover strategies and trends that shape the art industry.

        Affinity Mapping

        We formed various themes and systematically arranged the collected data accordingly. This process helped us clearly define the different aspects of the art market, ensuring a thorough understanding of both challenges and opportunities.

        Persona

        From the examination of user behaviors, needs, and pain points, we have crafted a persona that encapsulates the diverse challenges faced by independent visual artists without a gallery.

        Problem Statement

        We prioritized the insights by consulting with our client and incorporating their feedback. From this collaborative process, we decided to focus on developing a solution that assists artists in pricing their artwork accurately and enhances organic user growth.

        We constructed the problem statement based on the prioritized pain points that we identified from research.

        Solution

        We designed an art-price estimation tool for artists and introduced features like social media sharing and achievement badges to boost organic user growth and enhance engagement and visibility.

        Art Price Estimation Tool

          The tool utilizes art-specific data such as medium, size, and market trends to provide artists with personalized and confident pricing recommendations.

          Achievements

          The feature awards badges to artists who complete specific tasks, motivating them to engage actively and enhance their visibility on the platform.

          Social Sharing

          The feature lets artists post artwork directly to stories, including personal moments and motivations, with links for easy access and enhanced visibility.

          We conducted a thorough review and analysis of existing tools and articles on art pricing in the market to develop a specialized art pricing formula tailored to each type of art.

          Due to confidentiality agreements, I am unable to share the specific formulas for each art type and their workings.

          Information Architecture

          We structured the information architecture to define the application’s primary functionalities and enhance user navigation and interaction.

          Art Price Estimaton Tool

          Achievements

          Paper Mockups

          The initial sketches allowed us to quickly experiment with the layout and flow of the art pricing tool and achievements feature. By sketching on paper, we could easily modify and iterate designs based on quick rounds of feedback and discussion.

          Low-fidelity Prototype

          Building from the paper mockups, we created low-fidelity prototypes using Balsamiq. These prototypes provided a more concrete representation of the user interface and interactions. This stage was crucial for testing the overall flow and gathering initial user feedback, which informed adjustments before moving to more detailed designs.

          Art Price Estimaton Tool

          Achievements & Social Sharing

          High-fidelity Prototype

          With the insights gained from testing the low-fidelity prototypes, we developed high-fidelity prototypes. These incorporated refined visuals, detailed interactions, and a fully realized design that adhered to Cohart's branding guidelines. The high-fidelity prototypes were critical for conducting more formal usability testing and presenting the envisioned product to stakeholders for final approval.

          Art Price Estimaton Tool

          The price estimation tool features a "Need help for pricing" button that initiates a user-friendly process where artists select their art type, input specific details, and then view a graphically represented estimated price. Additionally, the tool includes a "view similar art" option for comparing past sales of comparable works, and provides artists the flexibility to accept or decline the pricing suggestion.

          Achievements

          The Achievements section is located under the artist's profile, displays tasks that artists complete to earn badges, which also help determine their artist level.

          Social Sharing

          This allows artists to easily share their artwork directly to social media stories. This tool integrates options for adding personal anecdotes or motivations alongside the artwork, enhancing the posts' engagement potential.

          Web Screens

          User Testing Insights

          We conducted think-aloud usability tests with artists across various disciplines, including emerging and experienced talents. We also performed an expert-led cognitive walkthrough to refine the user experience and interface design.

          Updates after Testing

          • The font size on the "Artwork Information" screen was small and needed to be increased.
          • Expert evaluation recommended displaying the art pricing information screen immediately when the artist clicks the "For Sale" button.
          • Simplification of pricing tool interface by reducing the number of buttons from three to two and added a link for artists to view similar artworks.
          • Adding an information icon on the Price Estimate screen, which, when clicked, displays a pop-up explaining "what is suggested price."

          Limitations

          • Artists with extensive experience in the art industry but new to the Cohart platform must independently verify their background with the Cohart team. This step is necessary since the tool's pricing recommendations are partly based on the artist's level.
          • Entry-level artists with exceptional artistic skills may find the price estimation tool less accurate.

          Learnings

          • Design System: Creating new components for an already existing design system by adapting Cohart’s design language.
          • Product Research: Gaining insights into how pricing operates in the art world by engaging with artists of varying experience levels and specialties.
          • Iterative Design: Exploring iterative design by working closely with users and refining solutions through multiple rounds of feedback and improvement.

          Overview

          The aim of this project is to assess the cognitive growth of a kid. Cognitive development is a complex and gradual process that begins at birth and continues throughout a person's lifespan. Our project CRAYON consists of two tests to assess the kids conitive growth.

          First test is a questionnaire which is completed by parents based on their observations of their kid. Second test is for the kids where they play a few games to assess their cognitive development.

          Team

          4 UX Designers

          My Role

          User Interviews, Research, Affinity Mapping, Wireframes, High-Fidelity Prototype, User Testing

          Tools

          Figma, Miro

          Duration

          5 weeks

          Design Process

          Primary Research

          The primary research helped us in understanding how parents think about their kids. Observations by parents can help them better determine where their child needs improvement.

          Insights from Interviews

          I wish that my kid will start speaking soon and become a great person in life.
          I would like to know whether my kid is physically and mentally healthy.

          We conducted 8 interviews: 2 per team member. Majority of our interviews were conducted with mothers of 3-7 years old kid.

          We noticed that those kids who didn't show growth as a normal kid kept their parent tensed.

          Majority of parents were in favour in indulging technologies for their child's cognitive growth and educatioin. However, they also wanted the use of technology upto certain limit.

          Secondary Research

          For Secondary Research, we read multiple research papers and articles on topics related our problem space: cognitive development, disability in kids, cognition recognition, kids learning process. We gathered important insights as follows:

          5-6 years
          Cognitive Development occurs during the first 5-6 years of life
          ADHD
          40% of kids diagnosed with Atention Deficit Hyperactivity Disorder are not getting treatment
          Depression
          60% of kids diagnosed with Depression are not getting treatment
          Anxiety
          80% of kids diagnosed with Anxiety are not getting treatment

          Scientists from the Centers for Disease Control and Prevention (CDC) and the Health Resources and Services Administration (HRSA) found that 17% of children aged 3–17 years had a developmental disability.

          We studied different cognitvie assessment theories like Piagets Theory and Mullen Scale of Early Learning to know how a kid develops his cognitive abilities and how they are examined.

          Affinity Mapping

          Using the data from the interviews, we created an affinity diagram, which validated our background research findings.

          Brainstorming Session

          We brainstormed and came up with several cognitive development game ideas for children over the age of four using the Mullen Scales of Early Learning, which typically concentrate on a variety of skills like gross motor, visual reception, fine motor, receptive language, and expressive language.

          Solution

          Through research, we attempted to study cognitive development in children. We analyzed the children's learning capabilities and patterns across several developmental domains.

          To assess child's cognitive growth, we decided to conduct an examination which consists of two tests:

          Using the Mullen Scales of Early Learning, we developed several cognitive assessment game ideas for children over four. However, the app advises the parents to seek further assistance from a doctor when the cause of the child's problem is a neuro developmental disorder.

          Low Fidelity Prototype

          High-Fidelity Desgin

          We evaluated our prototype through expert evaluation individually which offered us unique perspectives along with new flows in the app. We also conducted user testing to identify usability issues. We finally iterated the final design based on the feedback received by the user testing.

          Login and Home Screen

          Existing Users can sign-in and directly go to the home screen. New users can use sign-up option.

          Home screen consists of test brief, featured videos and quick reads.

          Kid's Profile Screen

          Parents have to add their kids profile on the application to assess thier cognitive growth.

          The app will ask to select the pre-existing disabilities of a kid, floowed by few questions.

          Test A

          In the first part of the test, the parent need to answer questions based on their everyday observation of their child.

          Test B - Game 1

          In the second part of the test, the kids will be asked to play games. As part of the first game, called "The Lost Eggs", the kid has to draw the path that will lead the character to the desired destination.

          Test B - Game 2

          In the second game "The starry night", kids are assessed based on their ability to count the number of identical items (planets, satellites, meteors, etc.)

          Test B - Game 3

          In the game "Sand and beach", kid has to drag and drop the objects to the correct empty block.

          Result Screen

          After completing all the tests successfully, the result of the test is displayed with details. Parent can share the result directly with the doctor if the results are not satisfactory.

          User Testing Insights

          • There were some color contrast issues in the second game.
          • The font size on the questionarie screen was small and needed to be increased.
          • Expert Evaluation suggested the concept of directly sending the report to the doctors.

          Limitations

          • The second test requires children to play all the games continuously, without taking any breaks.
          • The generated outcomes may not be precise, and therefore, parents should consult doctors if the results are negative.
          • The touchscreen on the device should be functioning correctly.

          Learnings

          • The project introduced us to a novel method of brainstorming, which involved creating game concepts using Mullens Scale of Learning as a framework.
          • Visual design can enhance engagement: Using visually appealing graphics and game-like interfaces can help engage kids in the assessment process and make it more enjoyable.
          • Ethical considerations: When collecting sensitive data about children, it is important to consider the ethical implications of data privacy and security.

          Overview

          The aim of this project is to address the issue of food security in the state of Indiana, USA. This project involves the designing of a comprehensive business strategy model that incorporates cutting-edge IoT technology and intuitive interface design to enhance the overall functioning of the business.

          The ultimate goal is to ensure that all residents have access to healthy, affordable, and culturally appropriate food, regardless of their income level or geographic location in Indiana.

          Team

          4 UX Designers

          Client

          AgriNovus Indiana

          Tools

          Figma

          Duration

          3 months

          Problem

          Food insecurity is an increasing concern in Indiana, impacting a substantial part of the population. According to Feeding America's 2021 Map the Meal Gap report, 11.6% of Indiana's residents, approximately 761,080 people, faced food insecurity in 2019.

          What strategies can we implement to enable people in food deserts to obtain healthy food and elevate their lifestyle, despite the scarcity of nearby resources?

          Solution - FoodFetch

          FoodFetch connects food-insecure individuals with nutritious groceries using EBT credits. By partnering with local restaurants, FoodFetch lets users place bulk orders, sourced through trusted vendors.
          With just a few clicks, users can select a nearby restaurant, order, track, and pick up their groceries—making access to healthy food simple and convenient.

          This solution not only streamlines access to healthy food but also leverages existing infrastructure to support communities in need.

          Design Impact

          I conducted user testing of our final prototype with 11 diverse participants, including restaurant manager, EBT cardholders, senior citizens and students, to gauge its potential impact on their daily lives. Here's a summary of the key findings:

          9/11
          users were easily able to navigate through screens
          3/11
          users felt groceries should be delivered to their doorsteps
          8/11
          participants were pleased with the wide selection of groceries offered

          Project Challenges

          Locating Grocery Stores and Restaurants

          Finding data on grocery stores and restaurants in Indiana's food deserts was a major hurdle. Our solution, FoodFetch, relies on restaurants to provide groceries to residents in these underserved areas, making accurate location data essential.

          Developing Profitable Business Model

            Designing a business model for FoodFetch was difficult, as even a small fee increase could deter low-income users. Additionally, the limited use of EBT credits in Indiana added complexity to creating a sustainable and accessible solution.

            Testing with Restaurant Owners

            Time constraints made it difficult to thoroughly test the prototype with a wide range of restaurant owners. Coordinating schedules and obtaining valuable feedback from the limited participants added complexity to the testing process, affecting the depth of insights we could gather.

            Design Process

            Environmental Analysis

            We read various articles and research papers for environmental analysis to examine and evaluate the external factors that can affect a business, such as market forces, key trends, industry forces and macroeconomic forces.

            Primary Research

            I conducted user testing of our final prototype with 11 diverse participants, including restaurant manager, EBT cardholders, senior citizens and students, to gauge its potential impact on their daily lives. Here's a summary of the key findings:

            We interviewed

            2

            Ex-SNAP Users

            2

            SNAP Users

            3

            Non-SNAP Users

            Two of the participants are regular users of food pantry

            1

            Supermarket Manager

            Insights from Interviews

            People with low-income hesitate to pay even a single dollar extra.
            We used to travel a lot to get groceries. Catch multiple buses to reach nearby EBT accepted grocery store.
            More distance to travel, higher the fuel cost. Still fresh groceries not guaranteed.
            No time to cook food. Need to work for multiple jobs to pay for household expesnses.

            Based on the interviews conducted, it was revealed that the primary challenge faced by individuals is accessing fresh groceries, mainly due to inadequate public transportation. There is a scarcity of grocery stores that accept EBT as a payment method in the suburban regions of Indiana.

            Additionally, since many people are employed in low-paying jobs, they cannot afford to own a private car or pay for the high delivery fees charged by various supermarkets.

            Individuals who use SNAP benefits are reluctant to pay any additional fees, even if it is just one dollar, for any kind of service.

            Secondary Research

            For Secondary Research, we read multiple articles on topics related our problem space: Food Insecurity in Indiana. We some gathered important insights as follows:

            11.2% [~ 770,000]
            People in Indiana are Food insecure.
            14.5 %
            Children
            56.7 %
            Adults
            11.5 %
            Seniors

            We have obtained certain numerical data from both the FIA (Food Industry Association) and U.S. Department of Agriculture.

            11.5 %
            Indiana residents living in food deserts
            43 % +
            US households reported using online grocery shopping services
            37 million +
            People enrolled in SNAP

            Persona

            Problem Statement

            We constructed the probelm statement based on the pain points that we identified from the persona.

            Customer Journey

            We created the customer journey by taking into consideration both the scenario and the pain points of the persona.

            Brainstorming

            As a team, we conducted a Crazy 8 brainstorming session and collectively generated 32 ideas for ideation. Out of 32, we selected top 3 ideas to present to our client.

            Storyboards

            After selecting our top 3 ideas from the brainstorming session, we created storyboards to depict the flow of a user's interaction with the solution. We then consulted with our client, seeking expert advice and feedback on the three solutions.

            Solution

            Following the feedback we received, we made the decision to move forward with the idea "FOODFETCH". We then began developing a business model and strategy to bring this idea to fruition.

            Competitive Landscape

            Customer Journey

            Our team designed both a customer journey diagram and a table to illustrate the customer experience for our business.

            IoT Ecosystem

            We have successfully integrated IoT (Internet of Things) technology into our business operations. Now, when our partner vendors deliver a bulk order to the restaurant, a fetcher scans the RFID tags and updates the database accordingly.

            Business Model Canvas

            Our team designed a business model canvas to help us better understand and visualize our business strategy, key partners, activities, resources, customer segments, value proposition, cost structure, and revenue streams.

            SWOT Analysis

            To gain insights into our business's strengths, weaknesses, opportunities, and threats, we conducted a SWOT analysis.

            Our team delved into the process of creating, delivering, and capturing value for our business. We explored the benefits for restaurant owners, which led us to develop a strategy for attracting partners to our business. Additionally, we addressed the challenges of navigating regulatory restrictions that may impact our operations.

            High-Fidelity Prototype

            Designing a high-fidelity prototype allowed for detailed exploration and evaluation of user interactions.

            To identify any potential usability issues, our team carried out mobile demos and user testing. Based on the feedback received from the user testing, we made iterations to the final design to improve its overall functionality and user experience.

            Restaurant Owner Screens

            FoodFetch allows restaurant owners to sign up and become registered with the FoodFetch. Through the FoodFetch, the restaurant can receive orders in bulk.

            Customer Screens

            Customers can order groceries from the nearest restaurant that has partnered with FoodFetch. The application enables customers to locate the nearest restaurant and place their order using EBT credits.

            Fetcher Screens

            The Fetcher scans the RFID tags and records the information in the application. This allows customers to be notified when their ordered groceries are ready for pickup.

            User Testing Insights

            • The users were confused about the content of the app (manage order and report problem). We needed to make it more clear and easy to understand.
            • There were some design consistency issues across features performing similar actions. (grocery checklist)

            Limitations

            • One potential limitation could be restrictions on the availability of certain grocery items (dairy products), as restaurants may not stock a wide variety of products.
            • There may be challenges with inventory management and logistics, as the ordering processes may be more complex and less efficient for restaurants located in suburbs of Indiana.

            Other Projects

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