R
Robin D Castro
Robin D Castro
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Product Design

Auder

Audio Tour App

Role

UX Designer

Year

2021

Industry

Tourism & Culture

Client

Google UX Design Certificate

Services

UX Research, Wireframing, Prototyping, Usability Testing

Auder hero

An app which helps users hear the audio tour of any artwork in an art gallery based in Mumbai — letting them access information about events, activities, and exhibitions at their own pace.

Quick Overview

Designed an audio tour app for an art gallery in Mumbai that lets visitors scan artworks to hear guided audio, browse collections, explore events, and navigate the gallery via an interactive map. Built over 9 weeks with two rounds of usability testing driving key design iterations.

9 Weeks

Duration

Jun–Jul 2021

Timeline

Figma

Tool

End-to-End Case Study

Type

Key Outcomes

Scan-based audio tours replace expensive human guides
Three discovery methods: scan, browse, and map-based navigation
Multi-language audio tour support based on usability findings

Problem

The Problem

Most users have problems while inside the art gallery — they have to hire a guide, follow them, and can't enjoy the art at their own pace. Some users struggle because guides aren't affordable, and those who do hire one can't wait or spend extra time with artworks they love.

01

Costly Guides

Guides were not affordable for most users in the art gallery, charging a huge amount most of the time.

02

Wayfinding

Most users find it difficult to find their way to the art — they usually get lost or confused navigating the space.

03

Can't Enjoy the Art

If users hire a guide, they need to follow them until the tour is over and can't spend extra time with pieces they love.

Goal

The Goal

Design an audio tour app which lets users hear the audio tour about a particular artwork and guides them completely inside the art gallery — eliminating the need for expensive human guides while giving visitors full control over their experience.

Research

Understanding the User

Conducted user interviews and created empathy maps to understand the target users. The primary audience included working professionals who love art but need explanations, and art-knowledgeable users who sometimes need more context. Research began with quantitative methods to identify common problems during gallery visits.

User Interviews & Empathy Maps

Interviewed gallery visitors to understand their habits, frustrations, and what makes a memorable gallery experience.

Persona: Prajwal Kumar

A 41-year-old Senior Manager (NGO) from Mumbai who loves enjoying art and understanding its history, but finds it difficult to find an affordable guide whenever needed.

Persona: Sarah Kurian

A 26-year-old Graphic Designer from Kerala who prefers no guide in the gallery but would love to use an AI voice over if needed — she wants to enjoy every piece in a calm, quiet atmosphere.

Understanding the User

Pain Points

User Research: Pain Points

Through research, three core pain points emerged that shaped the design direction for Auder.

01

Costly Guides

Guides were not affordable for users, charging a huge amount most of the time.

02

Wayfinding

Most users find it difficult to find ways to the art — they usually get lost inside the gallery.

03

Can't Enjoy Art for Long

If they hire a guide, they need to follow them till the tour is over and can't wait if they want to spend extra time.

Wireframes

Starting the Design

I sketched many screens with different layouts, structures, and elements, then chose the best fit screens for digital wireframes. The wireframes addressed the key user flows: scanning artworks, browsing collections, viewing art details with audio playback, exploring events and exhibitions, and navigating via map.

Paper Wireframes

Explored multiple layout options for each screen — scan, scan results, art list card, art details, browse, explore, search, and menu — to find the best solutions that solve user pain points.

Digital Wireframes

Translated the best paper wireframe concepts into digital wireframes with annotated callouts: scan image/art code functionality, camera button placement, audio tour cards with play/pause and bookmark controls, browse with search and dropdown filters, explore with header image and gallery selector, and a full menu system.

Starting the Design 1
Starting the Design 2

Prototype

Low-Fidelity Prototype

Connected the digital wireframes into a complete low-fidelity prototype flow in Figma, linking all 9 screens with interaction flows to test the core user journeys: scanning artwork, browsing the collection, playing audio tours, exploring events, and accessing the menu.

Low-Fidelity Prototype

Usability

Usability Studies: Findings

Two usability studies were conducted — one for the low-fidelity prototype and another after the high-fidelity prototype. From the first study, the 'Explore' and 'Browse' menu labels were confusing users, though the overall flow was solid. From the second study, users needed different language options for the audio tours.

01

Language Options

Users needed audio tours available in different languages — this was added as a 'Default Audio Tour Language' setting in the menu.

02

Explore & Browse Confusion

The 'Explore' and 'Browse' menu labels were confusing users — 'Explore' was renamed to 'Home' in the final design.

Mockups

Refining the Design

Based on the usability study findings, key changes were made to the final mockups: 'Explore' was renamed to 'Home' in the bottom navigation for clarity, and a 'Default Audio Tour Language' option was added to the menu so users could listen to tours in their preferred language.

Refining the Design 1
Refining the Design 2

Final Design

Final Mockups

The final mockups deliver the best user experience with easy navigation between pages. Users can search for audio tours in three different ways: scanning artwork codes, browsing the collection, or using the gallery map. They can also choose their default audio tour language, and browse events, activities, and exhibitions happening at the gallery.

Final Mockups

Accessibility

Accessibility Considerations

Accessibility was a core consideration throughout the design process, ensuring the app is usable by the widest possible audience.

01

Images & Videos

Rich visual content with images and videos were added throughout the app to support users who prefer visual learning.

02

Icons for Navigation

Icons were used throughout the interface for easy, intuitive navigation — reducing reliance on text alone.

03

Multiple Languages

Audio tours are available in different languages, making the app accessible to international visitors.

Takeaways

Going Forward

This app will change the experience of visitors in the art gallery and users who want to see the gallery virtually. Through the research and design process, many initial assumptions were challenged — the first ideas improved significantly by the final iteration, and peer feedback was invaluable throughout.

01

Impact

The app replaces expensive guided tours with an accessible, self-paced audio experience for all gallery visitors.

02

What I Learned

Starting with many assumptions, the research process revealed how much there is to consider — peer feedback and iterative testing drove significant improvements from first concepts to final designs.

Thank you for exploring this work

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