Timeframe:

3 week sprint

Role:

UX Researcher and Designer

Team Members:

Yen Nguyen, Claudia Rodriguez, Joel Vasquez, Katherine Velasquez


ABOUT

The National Jazz Museum in Harlem’s goal is to make Jazz accessible to everyone. They promote, present, and preserve the legacy of jazz. While the museum itself is in Harlem, their efforts are not limited to just Harlem. They’re always looking for an entry point to cultivate people’s interest in Jazz.


CHALLENGE

Limited square footage

With <2000 square feet of exhibition space, the NJMH cultivates people’s interest in jazz but often leaves visitors wanting more. This dilemma left the museum wondering - how can they continue promoting, presenting, and preserving jazz outside the museum’s physical space?


Expand the museum beyond its walls

PROJECT GOAL

To achieve this goal, we paid attention to three areas throughout this project: interactions with music, learning and exploring, and unique experiences.


SURVEYS

The interest is there

During the early stages of our research, our team created a survey to collect quantitative data about people's behaviors towards music and music history. From our survey, we noticed the following:


People have a wide range of attitudes and habits when it comes to learning, exploring, and music

USER INTERVIEWS

The data gathered from our survey sparked an interest in diving deeper to understand people's habits and attitudes in relation to learning, exploring, and music. Using this as a guide, we contacted and interviewed 6 users who expressed interest in further aiding our research.


Gamification and varying forms of content are key

COMPARATIVE ANALYSIS

To understand what existing learning sites and apps do to make learning fun and interactive, two teammates conducted a comparative analysis. Some comparators that we were able to draw inspiration from include CYARK, Duolingo, and Google Arts & Culture.


USER PERSONA


Lexi needs a fun and unique way to learn about and experience the jazz culture in NYC because traditional learning methods don't allow her to engage with the information in a meaningful way

IDEATION SESSION

Though we already had an idea of what we wanted to do, we asked six participants, including our clients, the following questions:

  • How might we help Lexi enjoy learning about jazz culture in NYC?

  • How might we help Lexi learn about jazz history outside of jazz museums?

  • How might we help Lexi feel connected to jazz music?


DESIGN

Flows and wireframes

As a starting point for our prototype, we created user flows for each key feature of the app. Below is the flow for the guided and self-guided tour portion of our app as well as a few mid-fidelity wireframes.


TESTS AND ITERATIONS

Notable design changes

Taking the feedback of what went well and what didn't during our usability tests into consideration, we continued iterating and improving our prototype. The sections below highlight some of the more notable changes made during this process.


An interactive and fun experience

FINAL PRODUCT


Presentation and moving forward

NEXT STEPS

After making changes based on user feedback and finalizing the app design, we presented our work to our client and handed off all the assets to their team. They were very pleased with the final design and expressed excitement for the future of the museum. Our client also noted that they felt heard by our UX team and that their input and needs were well reflected in our final design, along with their previous research and our own research.

 

That being said, there are still some elements that would need further consideration should this project be pushed forward. Below is a list highlighting some next steps that should be taken.

  • Contact and establish a relationship with local businesses and artists to continue integrating the Harlem community with the app.

  • Conduct research to determine how the profile feature could be integrated with their main website (for continuity purposes). 

  • Solidify how the point system and point redemption features would function (i.e. point value assignments, redemption rewards, etc.).