
ROLE
Product Designer,
Brand Designer.
TOOLS
Figma, Spline, Anima, Photoshop, Illustrator.
CLIENT
Vancouver Film School,
Graduation Project.
DURATION
2024.
interativo
A gamified way to learn and explore art galleries.
In an age where technology keeps evolving and becoming more accessible, today’s younger generations have grown up with interactive and immersive technologies, which offer constant stimulation and engagement. This makes traditional, passive experience of merely observing less appealing to them.
Art galleries often does not keep up pace with technological advancements, becoming less attractive and engaging to younger generations.
PROJECT SCOPE
Create a high-level brand concept to address the lack of engagement in art galleries, focusing on attracting a wider audience.
DELIVERABLES
Develop a brand strategy.
BACKGROUND
Art has been a significant part of human’s lives for centuries, as a source of timeless expressions.
It serves as a historical record, documenting events and culture, helping us understand our past and shape our perceptions of the present and future.
PROBLEM
While working at an art gallery, I have seen many visitors leave less than half an hour after purchasing their tickets.
In an age where technology keeps evolving and becoming more accessible, today’s younger generations have grown up with interactive and immersive technologies, which offer constant stimulation and engagement. This makes traditional, passive experience of merely observing less appealing to them.
MY ASK
How might we create a more engaging and interactive way to see art pieces, so that visitors can feel welcomed and entertained about the art?
RESEARCH SUMMARY
Research Methods
ARCHETYPE
To better understand my target user, I developed an archetype based on the data I collected and organized previously. The affinity diagram I performed was extremely important to map the user's needs, motivations, frustrations, thoughts and feelings.
I learned previously how to use archetypes instead of personas, highlighting more relevant information to the design process, such as their goals, jobs to be done, paint points and delighters. So I decided to continue with this approach.

Design Principles
CONTEXTUAL LEARNING
Use storytelling and scenarios to provide context, making abstract concepts more relatable and easier to understand.
EDUCATIONAL TOOL
Provide explanations of artworks, including information on artistic techniques, historical context, and cultural significance.
FEEDBACK LOOP
Provide immediate feedback to help users understand the consequences of their actions and motivate continued engagement and learning.
ACCESSIBLE INFORMATION
Provide information in layers, so visitors can access the level of detail they need without feeling overwhelmed.

Brand Development

BRAND VOICE AND TONE
BRAND PYRAMID










Evaluation and reflection
Coming soon...











