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WW LOGO.png

In collaboration with:

Julia Dee, Ziyu He, Siying Chen

Role:

Team Member

Time Period:

Sept. 2022 - Dec. 2022

Tools:

Figma

Introduction

"Whimsy Walks"  started as a simple art walk made to showcase local artists within the Seattle Area. The creator of the project, local artist Gregory Engel, approached us to design a possible solution to its’ current state as a website with disjoined addresses and pictures, into something more fleshed out as an experience. We were tasked with creating a supplemental platform that would assist in the art walk experience.

Formative Research

  • Did field observation as users of the Whimsy Walks website

  • Lots of wandering and felt disconnected from artifact to artifact

  • Required investment and time on the user end to have a cohesive experience

Formatted to define our target audience with both research study and design solution. Initially focused to target residential walkers, for both leisure and exercise motivators. The goal was to conduct a user research study to understand the definite motivators and the current experience and sentiments of using the WW website and of the Artifacts themselves.

Hunt Statement

"

To be able too understand residents’ walking routines and preferences in order to design new features for the mobile app, Whimsy Walks, that would encourage them to get some exercise, let them explore and navigate new sites, and develop their personal relationships and appreciation of the public display of art where they live.

"

We conducted a survey of about 35 participants that we recruited.

Research Questions:

 1.  What problems do residents encounter when they walk around their neighborhood?

 2. What motivates residents to walk and explore their neighborhoods?

 3. How do the different Whimsy Walks art displays affect their overall walking experience?

We conducted a survey of about 35 participants that we recruited.

Research Questions:

 1.  What problems do residents encounter when they walk around their neighborhood?

 2. What motivates residents to walk and explore their neighborhoods?

 3. How do the different Whimsy Walks art displays affect their overall walking experience?

Research Findings

Design Solution and Iteration

Each member led a different section of the overall prototype:

  1. Home Page and Discovery (Julia Dee)

  2. Navigation (Marco Nepomuceno)

  3. Community (Ziyu He)

  4. Account Creation (Siying Chen)

Navigation Goals and Purpose

With our Hunt Statement. we initially focused to target residential walkers, for both leisure and exercise motivators. The goal was to conduct a user research study to understand the definite motivators and the current experience and sentiments of using the WW website and of the Artifacts themselves. Specifically, with navigation, I wanted to create a system that allowed walkers to be able to efficiently visit different artifacts without having to actively plan a route themselves and to be able to keep track of the various places they have visited. This would also work in conjunction with the social media-esque features of other sections.

Frame 50 (5).png

Initial low-fidelity ideation of the navigation section for the Whimsy Walks mobile app. Features include:

  • Active Route Direction

  • Route Planning

  • Artifact Information

  • Health Tab

I focused on creating something that would appeal to the current disjoined addresses, allowing for efficient trips and discovery of new sites within the neighborhood.

Information Architecture
Info Arch.png
User Flow.png

Final Prototype and Learnings

Route Planning 2.png
Route Planning and Navigation Flow
Arrival (1).png
Artifact Arrival Flow
  • The application is a very ambitious design idea for someone creating an art walk

    • Iteration focused on showcasing the different concepts rather than a full adoption of the design​

  • With different sections to lead and prototype, our group members felt dis-conjoined at times with consistency and features

    • This required more extensive cooperation in contrast to an overall collaborative effort.

  • Being honest enough to understand weaknesses and strengths both technically and through concept ideation

    • Did not have the strongest prototyping background and had to reach to be able to catch up.​

  • Looking at other deliverables from members and understanding the value they continue to bring to the project.

    • Deliverables such as information architecture and user flow demonstrated the full value of themselves and create a learning oppportunity.

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