01

Palette Art



Mobile App design 
Duration: 6 months, 2025


Introduction

Client / Palette Art ( Self-initiated)

Overview / As part of my Google UX Design Certificate, I created a self-initiated project: a sales platform for local artists. Drawing on my arts background and passion for printmaking, I set out to address real user needs uncovered through research.

Challenge / How might we help users easily discover art that fits their style while enabling artists to showcase and sell their work effectively?

Goal / Design a mobile app and responsive website that drives art sales, builds buyer trust, and strengthens the local art community.

Work phases / Discovery (surveys, personas) · Define (journeys, audit, flows, IA, wireframes) · Design (prototypes, interactions) · Testing & Iteration (usability, refinements)

Tools / Figma, Mural, Google Forms, PowerPoint

My role /  UX Research, UI/UX Design, Branding & Visual Design



Fig 1. - Previewing artwork in a room (AR view).



DISCOVER




Research phase

Aim / Understand the needs and challenges of art buyers and artists to guide the app’s focus and validate whether it should prioritise sales or community-building. 

Process /
  • Conducted 2 online surveys (buyers: 9 responses + 1 interview; artists: 4 responses).
  • Explored demographics, motivations, and purchasing/selling challenges.
  • Captured qualitative insights through participant quotes.

Key findings /
  • Buyers’ pain points - difficulty finding art to match style, uncertainty about quality, and high shipping costs.
  • Artists’ pain point - difficulty reaching new customers and showcasing work online.

Quotes from survey participants /

- “Their website is rubbish, but they’re good offline.”

 - “Buying a more high-level art – customer service is critical”.

Key Insight /   The app should prioritise driving art sales while supporting the community as a secondary feature.



Fig 2. - Persona profiles & Emily’s user journey map





DEFINE




Synthesis phase

Aim / Clarify the app’s value proposition and unique features in a saturated e-commerce market, guided by user personas.

Process / Synthesised insights from competitor analysis and personas to outline core value propositions, then mapped user flows and information architecture (Fig. 3) to define structure and screens.

Key value propositions /
  • Curated Artwork Recommendations - Personalised suggestions based on style, browsing, and purchase history.
  • Expanded Filtering Options - Search by location, artist, style, medium, and price.
  • Inbuilt Camera Tool - Visualise artworks in users’ spaces with scale and colour matching.

Outcomes / Competitor Audit, Storyboards, Information Architecture, User Flow




Fig 3. - Storyboard, IA (Mobile app & Responsive website), User Flow





IDEATE



Exploration phase

Aim / Develop initial concepts for the mobile sales app, focusing on solutions to key user pain points.

Process /

  • Sketched paper wireframes to quickly explore layout and features.
  • Created digital wireframes to refine ideas and prepare for early testing.
  • Prioritised advanced filtering options and AR functionality to help users preview artwork in their spaces.
  • Conducted the first round of remote unmoderated usability testing to validate core concepts.

Findings 

  • Clear direction on filtering and AR features as primary differentiators.
  • Early feedback to guide the move toward high-fidelity prototypes.

Outcomes / Wireframes, Low-fidelity prototype


Fig 4. - Wireframes, Low-fidelity prototype.


Fig 5. - Style sheets



TESTING



Iterations phase

Aim / Validate design decisions and identify usability issues through iterative testing.

Process /
  • Conducted two rounds of remote unmoderated usability studies (4 participants each).
  • Analysed screen recordings from both low- and high-fidelity prototypes to capture user behaviour and feedback.

Key findings /

Round 1 (Low-fidelity prototype)
    • Users missed “Go Back” options.
    • The “Add to Cart” button needed to be more prominent.
    • Uncertainty around how the AR feature works.


Round 2 (High-fidelity prototype)
    • The AR feature was difficult to locate.
    • Taskbar icons were unclear and rarely used.
    • Some terms in the Preferences screen caused confusion.

Fig 6. - Iterations



DESIGN



Implementation phase

Aim / Translate research and defined features into an interactive prototype and visual identity that highlight the artworks while ensuring accessibility.

Process / I created high-fidelity interactive prototypes using Figma, where I focused on:

  • Created a style guide and branding with a minimal palette and one accent colour to keep focus on the artworks.
  • Designed and tested key screens to refine usability and flow. 
  • Built user flows to replicate a typical journey: account creation, searching via filters, viewing artworks in AR, exploring artist details, and completing checkout.
  • In addition, I designed a responsive website to complement the app and extend its reach to a wider audience.

User flows

  • Account sign-up 
  • Product search
  • AR view
  • Checkout

Accessibility Enhancements /

  • Labels added beneath taskbar icons for clarity.
  • Swipe gesture icon introduced alongside arrows in Preferences for easier navigation.
  • Colour palette meets AA accessibility standards with clear text hierarchy.

Outcomes / High fidelity prototypes (Fig 7, Fig 8, Fig 9), Interactive prototypes.
 



PROTOTYPES




Fig 7.- Mobile app view




Fig 8.- AR View options




USER FLOWS


# Account sign-up


# Product search

# AR View




# Checkout







DESKTOP


 



Fig 9.- Desktop view - responsive website



DESKTOP FLOW







RESULST & REFLECTION




Quote

I would use this app 100%.”  - Usability study participant


This project shows the potential to expand local art sales by strengthening the connection between buyers, local artists and makers. It demonstrates how usability studies, even with a small group, reveal critical design gaps and drive meaningful improvements before development.

Next Steps / To build on these insights, I plan to:

    • Enable a customisable Home screen for more personalised discovery.
    • Add visual filter options to improve accessibility and recognition.
    • Introduce organised Wishlists so users can categorise and manage saved artworks.



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