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YAYOI KUSAMA:
Museum Exhibition App

The goal is to inspire attendance, evoke emotional connection with the artist’s work, and allow users to experiment with creating art in the artist’s style.

CLIENT

Blanton Museum of Art

DELIVERABLES

Mobile App

Yayoi Ux Design Mockup.png

Research + Discovery

Problem Statement:

How might we design a museum app that goes beyond promotion to emotionally engage users and inspire them to interact with art in a meaningful, creative way?

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User Needs & Pain Points:

  • A compelling reason to visit the museum or attend the exhibit.

  • Easy access to information about the artist and their work.

  • A way to engage emotionally and interactively with the art beyond just viewing.

  • A mobile experience that feels inspiring, not like a brochure.

  • Competing digital distractions mean the app must immediately grab attention.

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​Target Users:

  • Art Enthusiasts who enjoy learning about artists and attending exhibitions.

  • Casual Museum-Goers who are curious but need a reason to engage more deeply.​

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Competitive Analysis:

  • The Met App: Offers detailed exhibit info but lacks interactivity or creative features.

  • Google Arts & Culture: Strong on information and virtual tours but can feel overwhelming and impersonal.

  • Tate Kids: Allows for some creative play but is limited in audience reach and depth.

Ideation + Sketching

Wireframing + Structure

This low-fidelity design was my first step into mobile layout and UI design. As a beginner, I focused on organizing content clearly while capturing Yayoi Kusama’s bold style.

 

I experimented with imagery, navigation, and basic layout, which helped me understand the importance of structure, flow, and usability early in the design process.

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Outcome + Reflection

What did you focus on improving from mid-fi to high-fi?
Yes, I improved the navigation bar for better usability and selected a logo that better fit Yayoi Kusama’s aesthetic. I used dotted patterns to create a visual illusion inspired by her work and refined the hierarchy to make the app feel more polished. I also prototyped the information page to improve interaction and flow.

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What was the final result?
The final app featured a cohesive visual style, improved navigation, and a functional prototype that clearly communicated Kusama’s story and art.

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Did it meet user needs/client goals?
Yes, it met the goals by reflecting Kusama’s unique visual language and providing a smooth, engaging user experience.
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What would you do differently next time?
Next time, I would add more interactive elements or motion to create a more immersive experience.

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What did you learn as a designer?
I learned how important prototyping is to the design process—making sure the screens not only look good but also flow effortlessly. It helped me think more about user experience and how to bring visual ideas to life through interaction.

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