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Artistry | UX Design

UX Case Study | United Kingdom | 2024

I designed Artistry, a media tracking and recommendations app, during a UX design short course at the University of the Arts London. The app integrates various media types—such as movies, podcasts, and video games—enhancing social connections and personalization, ultimately improving users' media discovery experience through tailored recommendations.

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01 | the project.

overview.
Artistry is an app designed for comprehensive media tracking and personalization. Unlike traditional media tracking apps, which often focus on just one media category, Artistry offers a single platform for all forms of media. This approach solves the common problem of fragmented tracking and limited discovery options.
the problem.
Users frequently struggle to decide what media to consume next due to the sheer volume of available choices and the limitations of existing tracking tools. The process can feel isolating, as many users rely on personal recommendations from friends rather than algorithms.
the solution.
Artistry addresses these challenges by integrating diverse media types—including movies, podcasts, and video games—into a single platform. By leveraging user data and social connections, Artistry delivers tailored recommendations based on individual preferences, past activities, and friends' recommendations. This not only enhances the discovery process but also transforms media consumption into a more social experience.

02 | the research.

To develop Artistry, I undertook comprehensive research to understand needs and preferences.

competitor analysis.

To identify common gaps in the existing media tracking landscape, I started by analyzing popular tracking apps. This initial exploration provided insights into features that could be beneficial to address, including:

  • Lack of Cross-Media Integration – Apps typically focus on one media type, like movies or books.

  • Absence of Social Features – Media tracking often feels isolating, with limited options for peer recommendations.

  • Incompatibility with other services – Many apps require manual data entry for tracking media consumption, which may discourage engagement with these tools.

user interviews.

With a clearer understanding of market limitations, I conducted user interviews to gather insights on real user needs. Engaging with users through direct storytelling, I uncovered primary motivations and pain points around media consumption.

Participants view the social aspect of media consumption as crucial, influencing both their choices and how they engage with content. They rely on recommendations from others to shape their expectations for movies and shows, enjoy discussing media with friends, and often watch certain content together.

observation.

I conducted a structured observation in a bookshop using the AEIOU observation framework, focusing on how users engage with media in a real-life setting. This contextual research highlighted the social aspect of choosing which books to read, demonstrating how in-person interactions and peer recommendations influence media discovery. To analyze my data, I applied thematic analysis, which helped me identify recurring themes and patterns in how users interact with the environment and each other. This method enabled me to systematically uncover the key social factors, such as peer influence and spontaneous interactions, that shape the discovery process.

03 | ideation and solution.

problem definition.

From these research phases, I identified a significant gap: users are overwhelmed by media choices and desire a social, centralized space for tracking. This pointed to the need for Artistry to provide comprehensive tracking with a social dimension, ensuring recommendations feel personalized yet community-driven.

Informed by user needs, I entered the ideation phase, defining Artistry’s core features:

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By addressing the shortcomings identified in competitor apps and incorporating feedback from users, Artistry’s design provides a balanced solution to enhance discovery and social interaction.

04 | initial sketches.

I began the design process by sketching the core screens of the app, exploring key functionalities like media tracking or recommendations. Using paper prototypes, I tested basic interactions and layouts, focusing on establishing a user-friendly flow. To evaluate these sketches, I applied Nielsen’s Usability Heuristics to identify any potential usability issues early on.

With these insights, I transitioned to digital prototyping in Figma, where I refined these screens, making them visually consistent and interactive, ready for further testing and iteration.

05 | user testing.

I conducted usability testing to validate and refine Artistry’s design. Participants interacted with core features, such as media tracking and recommendations, allowing me to assess ease of use and intuitiveness. I also interviewed participants to gather qualitative feedback on potential improvements.

 

The primary insights focused on enhancing the navigation flow and the layout of the main screen. Participants suggested adjustments to ensure that the most important features were prominently displayed, facilitating a more straightforward user experience.

06 | reflection.

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impact.

User feedback showed that Artistry successfully bridged gaps in media tracking by providing a community-based, unified platform. Users appreciated the streamlined experience and social features, preferring peer recommendations over algorithm-based suggestions.

personal reflections.

I learned that grounding design in real user feedback is crucial to creating a meaningful experience. Through competitor analysis, I saw the importance of identifying not only what’s missing but also where existing features could be improved. User interviews and testing underscored the need to empathize with users’ needs—especially around the social aspects of media. Feedback from testing highlighted how vital it is to prioritize clear navigation and layout, reinforcing the need to keep the user’s journey at the centre of the design process. Presenting my project also gave me the opportunity to receive valuable feedback and taught me how to convincingly communicate my design choices and ideas.

© 2024 by Magdalena Kutela. All rights reserved.

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