Role
Role
Role
UI/UX Designer
UX Researcher
Designer in a team of 5
UI/UX Designer
UX Researcher
Designer in a team of 5
UI/UX Designer
UX Researcher
Designer in a team of 5
Skills
Skills
Skills
User Research, Usability testing, UX Design, UI Design, Prototype
User Research, Usability testing, UX Design, UI Design, Prototype
User Research, Usability testing, UX Design, UI Design, Prototype
Timeline
Timeline
Timeline
6 weeks
(Spring 2024)
6 weeks
(Spring 2024)
6 weeks
(Spring 2024)
Tools
Tools
Tools
Figma, Figjam, Google Workspace, Slack, Zoom
Figma, Figjam, Google Workspace, Slack, Zoom
Figma, Figjam, Google Workspace, Slack, Zoom






Artle
Artle
Artle is a captivating online game inspired by the classic word game Wordle, but with a unique twist focusing on visual art.
Artle is a captivating online game inspired by the classic word game Wordle, but with a unique twist focusing on visual art.
Artle is the National Gallery of Art’s online spin-off of Wordle, designed to help users discover the museum’s collection through interactive gameplay. To optimize the user experience, NGA partnered with Pratt Institute to conduct user testing and improve Artle’s digital interface, focusing on enhancing engagement and refining the user journey.
Artle is the National Gallery of Art’s online spin-off of Wordle, designed to help users discover the museum’s collection through interactive gameplay. To optimize the user experience, NGA partnered with Pratt Institute to conduct user testing and improve Artle’s digital interface, focusing on enhancing engagement and refining the user journey.
Artle is the National Gallery of Art’s online spin-off of Wordle, designed to help users discover the museum’s collection through interactive gameplay. To optimize the user experience, NGA partnered with Pratt Institute to conduct user testing and improve Artle’s digital interface, focusing on enhancing engagement and refining the user journey.
Introduction
Introduction
Introduction








The project objectives were set in consultation with our clients, aiming to identify usability issues within the daily game and past games page, collect feedback for potential game improvements, and assess the experience of new players.
Our target user groups comprised Fun Seekers, New Users, Art Affiliates, and Mobile users, as specified by the clients. Fun Seekers are individuals seeking interactive experiences or content for themselves or their children.
The project objectives were set in consultation with our clients, aiming to identify usability issues within the daily game and past games page, collect feedback for potential game improvements, and assess the experience of new players.
Our target user groups comprised Fun Seekers, New Users, Art Affiliates, and Mobile users, as specified by the clients. Fun Seekers are individuals seeking interactive experiences or content for themselves or their children.
The project objectives were set in consultation with our clients, aiming to identify usability issues within the daily game and past games page, collect feedback for potential game improvements, and assess the experience of new players.
Our target user groups comprised Fun Seekers, New Users, Art Affiliates, and Mobile users, as specified by the clients. Fun Seekers are individuals seeking interactive experiences or content for themselves or their children.
Project Objectives
Project Objectives
Project Objectives






Users wanted artist details and signatures after each game.
Users wanted artist details and signatures after each game.
Users wanted artist details and signatures after each game.
Six user types identified; Fun Seekers (13%) are mobile-first users seeking interactive content.
Six user types identified; Fun Seekers (13%) are mobile-first users seeking interactive content.
Six user types identified; Fun Seekers (13%) are mobile-first users seeking interactive content.
Players struggled with difficulty and requested hints/multiple-choice options.
Players struggled with difficulty and requested hints/multiple-choice options.
Players struggled with difficulty and requested hints/multiple-choice options.
To improve Artle’s user experience, the National Gallery of Art conducted user research focusing on satisfaction, pain points, and audience profiles. Key insights:
To improve Artle’s user experience, the National Gallery of Art conducted user research focusing on satisfaction, pain points, and audience profiles. Key insights:
To improve Artle’s user experience, the National Gallery of Art conducted user research focusing on satisfaction, pain points, and audience profiles. Key insights:
User Research Overview
User Research Overview
User Research Overview
How Might We enhance the user experience on Artle to make it more intuitive, engaging, and informative?
How Might We enhance the user experience on Artle to make it more intuitive, engaging, and informative?
How Might We enhance the user experience on Artle to make it more intuitive, engaging, and informative?


Competitive Analysis
Competitive Analysis
Competitive Analysis
Usability Testing
Usability Testing
Usability Testing
Leveraging user research provided by the National Gallery of Art, We identified key user pain points and audience segments. Based on these insights, We carefully selected usability testing participants that reflect real user profiles, ensuring that the redesign directly addresses user needs and improves engagement.
Leveraging user research provided by the National Gallery of Art, We identified key user pain points and audience segments. Based on these insights, We carefully selected usability testing participants that reflect real user profiles, ensuring that the redesign directly addresses user needs and improves engagement.
Leveraging user research provided by the National Gallery of Art, We identified key user pain points and audience segments. Based on these insights, We carefully selected usability testing participants that reflect real user profiles, ensuring that the redesign directly addresses user needs and improves engagement.
After selecting participants, we developed pre and post-test questionnaires. The pre-test questionnaire gathered user demographics, while the post-test focused on extracting insights into thoughts, opinions, and behaviors. Both surveys included a mix of open-ended questions and rating scale assessments. During testing sessions, evaluators verbally presented questions from the questionnaires, recording responses for analysis. To ensure consistency, we followed a detailed moderator script covering instructions, task descriptions, and participant debriefing. Participants explicitly consented to audio/video recording using a consent form. We prioritize replicating professional testing center setups for our testing process by using separate rooms for the moderator conducting the test with the participant and the observation process.
After selecting participants, we developed pre and post-test questionnaires. The pre-test questionnaire gathered user demographics, while the post-test focused on extracting insights into thoughts, opinions, and behaviors. Both surveys included a mix of open-ended questions and rating scale assessments. During testing sessions, evaluators verbally presented questions from the questionnaires, recording responses for analysis. To ensure consistency, we followed a detailed moderator script covering instructions, task descriptions, and participant debriefing. Participants explicitly consented to audio/video recording using a consent form. We prioritize replicating professional testing center setups for our testing process by using separate rooms for the moderator conducting the test with the participant and the observation process.
After selecting participants, we developed pre and post-test questionnaires. The pre-test questionnaire gathered user demographics, while the post-test focused on extracting insights into thoughts, opinions, and behaviors. Both surveys included a mix of open-ended questions and rating scale assessments. During testing sessions, evaluators verbally presented questions from the questionnaires, recording responses for analysis. To ensure consistency, we followed a detailed moderator script covering instructions, task descriptions, and participant debriefing. Participants explicitly consented to audio/video recording using a consent form. We prioritize replicating professional testing center setups for our testing process by using separate rooms for the moderator conducting the test with the participant and the observation process.
Task 1
Task 1
Task 1
Task 3
Task 3
Task 3
Task 2
Task 2
Task 2
You are planning to attend the National Gallery of Art and just discovered their Artle Game. Play through the Artle game of the day.
You are planning to attend the National Gallery of Art and just discovered their Artle Game. Play through the Artle game of the day.
You are planning to attend the National Gallery of Art and just discovered their Artle Game. Play through the Artle game of the day.
After you completed the game, you were captivated by the artist’s piece shown on your last attempt. Find out if the piece is on display so you know if you can see it on your next visit.
After you completed the game, you were captivated by the artist’s piece shown on your last attempt. Find out if the piece is on display so you know if you can see it on your next visit.
After you completed the game, you were captivated by the artist’s piece shown on your last attempt. Find out if the piece is on display so you know if you can see it on your next visit.
Curious, you decide to play another Artle game. As you are Flemish, you decide to play an Artle game, featuring a Flemish artist, that was released on your birthday: August 23. Play through that Artle game.
Curious, you decide to play another Artle game. As you are Flemish, you decide to play an Artle game, featuring a Flemish artist, that was released on your birthday: August 23. Play through that Artle game.
Curious, you decide to play another Artle game. As you are Flemish, you decide to play an Artle game, featuring a Flemish artist, that was released on your birthday: August 23. Play through that Artle game.


25%
25%
25%
Of users expressed appreciation for the art map link provided upon completing the game.
Of users expressed appreciation for the art map link provided upon completing the game.
Of users expressed appreciation for the art map link provided upon completing the game.
67%
67%
67%
Of users missed the presence of a "play past games" button.
Of users missed the presence of a "play past games" button.
Of users missed the presence of a "play past games" button.
92%
92%
92%
Of users paused at the beginning of gameplay due to confusion about how to play.
Of users paused at the beginning of gameplay due to confusion about how to play.
Of users paused at the beginning of gameplay due to confusion about how to play.
15
15
15
Total number of users we interviewed.
Total number of users we interviewed.
Total number of users we interviewed.
Of whom,
Of whom,
Of whom,
(Played Wordlelike Game)
(Played Wordlelike Game)
(Played Wordlelike Game)
6
6
6
Museum professional/ Art professor
Museum professional/ Art professor
Museum professional/ Art professor
9
9
9
Frequently Visit Museum
Frequently Visit Museum
Frequently Visit Museum
(Also are "Fun Seeker")
(Also are "Fun Seeker")
(Also are "Fun Seeker")
14
14
14
Mobile Users
Mobile Users
Mobile Users
Through insights gained through user testing and competitor analysis, we were able to approach client recommendations in a creative manner.
Through insights gained through user testing and competitor analysis, we were able to approach client recommendations in a creative manner.
Through insights gained through user testing and competitor analysis, we were able to approach client recommendations in a creative manner.
Based on the results of our usability testing, we created an affinity map to organize insights. We identified the key issues encountered by participants during the testing and provided critical recommendations. These findings guided and informed the development of our final solution.
Based on the results of our usability testing, we created an affinity map to organize insights. We identified the key issues encountered by participants during the testing and provided critical recommendations. These findings guided and informed the development of our final solution.
Based on the results of our usability testing, we created an affinity map to organize insights. We identified the key issues encountered by participants during the testing and provided critical recommendations. These findings guided and informed the development of our final solution.
Affinity Map
Affinity Map
Affinity Map



9:41
9:41
9:41



Lack of progressive disclosure or hint mechanisms makes it difficult for users to guess the artist, especially when they are unfamiliar with the artworks.
Lack of progressive disclosure or hint mechanisms makes it difficult for users to guess the artist, especially when they are unfamiliar with the artworks.
Lack of progressive disclosure or hint mechanisms makes it difficult for users to guess the artist, especially when they are unfamiliar with the artworks.
9:41
9:41
9:41



Users feel unsure how to play upon first glance, often skipping the pop-up instructions and jumping straight into the game without noticing the 'How to Play' guide.
Users feel unsure how to play upon first glance, often skipping the pop-up instructions and jumping straight into the game without noticing the 'How to Play' guide.
9:41
9:41
9:41



Users feel unsure how to play upon first glance, often skipping the pop-up instructions and jumping straight into the game without noticing the 'How to Play' guide.
9:41
9:41
9:41



Users overlook the 'Play Past Game' feature because its button closely resembles an app download button, leading them to search elsewhere in the main navigation.
Users overlook the 'Play Past Game' feature because its button closely resembles an app download button, leading them to search elsewhere in the main navigation.
Users overlook the 'Play Past Game' feature because its button closely resembles an app download button, leading them to search elsewhere in the main navigation.
9:41
9:41
9:41



Lack of easily accessible detailed information about individual artworks and absence of clear end-game feedback, leaving users uncertain about the game's conclusion and individual pieces.
Lack of easily accessible detailed information about individual artworks and absence of clear end-game feedback, leaving users uncertain about the game's conclusion and individual pieces.
Lack of easily accessible detailed information about individual artworks and absence of clear end-game feedback, leaving users uncertain about the game's conclusion and individual pieces.

9:41
9:41
9:41



Users expect to find an Artle game calendar via the main menu but struggle due to lack of a clear calendar view and date-specific filter.
Users expect to find an Artle game calendar via the main menu but struggle due to lack of a clear calendar view and date-specific filter.
Users expect to find an Artle game calendar via the main menu but struggle due to lack of a clear calendar view and date-specific filter.
Users find it unclear whether filters have been applied and desire an 'Apply' button to confirm their filter selections.
Users find it unclear whether filters have been applied and desire an 'Apply' button to confirm their filter selections.
Users find it unclear whether filters have been applied and desire an 'Apply' button to confirm their filter selections.




9:41
9:41
9:41
Desirability (1.5) - because Artle's success depends heavily on keeping users emotionally engaged. Without a delightful and visually appealing experience, users are unlikely to return, especially in a competitive digital space.
Adoptability (1.0) - was another key focus. Since many users encounter Artle for the first time through mobile or casual browsing, a frictionless onboarding experience was essential to reduce drop-offs.
Usability (0.5) - remained important but was streamlined; the game’s mechanics are inherently simple, so the goal was to remove unnecessary barriers without overcomplicating the interface.
Value (0.2) - though foundational, is more implicit. The educational aspect of the game is embedded in its content, requiring less overt design work, but still supported by making access to artwork and artist information intuitive.
Desirability (1.5) - because Artle's success depends heavily on keeping users emotionally engaged. Without a delightful and visually appealing experience, users are unlikely to return, especially in a competitive digital space.
Adoptability (1.0) - was another key focus. Since many users encounter Artle for the first time through mobile or casual browsing, a frictionless onboarding experience was essential to reduce drop-offs.
Usability (0.5) - remained important but was streamlined; the game’s mechanics are inherently simple, so the goal was to remove unnecessary barriers without overcomplicating the interface.
Value (0.2) - though foundational, is more implicit. The educational aspect of the game is embedded in its content, requiring less overt design work, but still supported by making access to artwork and artist information intuitive.
Desirability (1.5) - because Artle's success depends heavily on keeping users emotionally engaged. Without a delightful and visually appealing experience, users are unlikely to return, especially in a competitive digital space.
Adoptability (1.0) - was another key focus. Since many users encounter Artle for the first time through mobile or casual browsing, a frictionless onboarding experience was essential to reduce drop-offs.
Usability (0.5) - remained important but was streamlined; the game’s mechanics are inherently simple, so the goal was to remove unnecessary barriers without overcomplicating the interface.
Value (0.2) - though foundational, is more implicit. The educational aspect of the game is embedded in its content, requiring less overt design work, but still supported by making access to artwork and artist information intuitive.



VADU Model
VADU Model
VADU Model
Enhance the presentation of the past games button
04
Users can find past games more quickly
Final Solution
Improve Display of Artist Information
03
Make end game feedback more clear
Optimize the 'How to Play' Feature
02
Allow users to quickly understand the gameplay
Introduce New Gamification features
01
Make new players to enjoy the fun of the game
Optimize Feedback Mechanisms for Filtering
05
The improved filter system makes navigating past games more user-friendly
Enhance the presentation of the past games button
04
Users can find past games more quickly
Final Solution
Improve Display of Artist Information
03
Make end game feedback more clear
Optimize the 'How to Play' Feature
02
Allow users to quickly understand the gameplay
Introduce New Gamification features
01
Make new players to enjoy the fun of the game
Optimize Feedback Mechanisms for Filtering
05
The improved filter system makes navigating past games more user-friendly
Enhance the presentation of the past games button
04
Users can find past games more quickly
Final Solution
Improve Display of Artist Information
03
Make end game feedback more clear
Optimize the 'How to Play' Feature
02
Allow users to quickly understand the gameplay
Introduce New Gamification features
01
Make new players to enjoy the fun of the game
Optimize Feedback Mechanisms for Filtering
05
The improved filter system makes navigating past games more user-friendly
Conclusion
Conclusion
Conclusion
Our recommendations were positively received by the clients, who appreciated our bold and creative approach. We emphasized the boldness of our suggestions, reflecting the bold feedback we received. In our final meeting, we dedicated time to assist the clients in brainstorming practical steps to implement our recommendations. We summarized the key takeaways from each recommendation discussed earlier.
Our recommendations were positively received by the clients, who appreciated our bold and creative approach. We emphasized the boldness of our suggestions, reflecting the bold feedback we received. In our final meeting, we dedicated time to assist the clients in brainstorming practical steps to implement our recommendations. We summarized the key takeaways from each recommendation discussed earlier.
Our recommendations were positively received by the clients, who appreciated our bold and creative approach. We emphasized the boldness of our suggestions, reflecting the bold feedback we received. In our final meeting, we dedicated time to assist the clients in brainstorming practical steps to implement our recommendations. We summarized the key takeaways from each recommendation discussed earlier.


