overview

The FINN Lab, a neuroscience research lab, is studying how differences in image perception can explain broader phenomena like mental health and politics.


To support this research, they partnered with my team at the DALI Lab to create a mobile “edutainment” app for the Hood Museum of Art. The app allows museum visitors to complete playful, Mad-Libs–style artwork interpretations, which are then used by researchers to analyze perception patterns.

my contributions

I contributed end-to-end design for all features within the app, encapsulating user research, visual design, and prototyping. I also contributed my own 2D graphic animations.

results

ArtLibs is available on the App Store with over 500 downloads, including many redownloads from Hood Museum visitors. Users report in feedback surveys that the app enhanced their museum experience and encouraged deeper engagement with the artwork.

0+

downloads since release

0%

of engaged users explored multiple atworks

opportunity

Researchers from the FINN Lab want to understand how individuals perceive the same image in different ways.

Researchers from the FINN Lab want to understand how individuals perceive the same image in different ways.

To reach a broader audience beyond traditional lab studies, they partnered with the Hood Museum at Dartmouth to gather hundreds of artwork interpretations from real museum visitors. They wanted a mobile experience that could both collect research data and keep users meaningfully engaged during their visit.

To reach a broader audience beyond traditional lab studies, they partnered with the Hood Museum at Dartmouth to gather hundreds of artwork interpretations from real museum visitors. They wanted a mobile experience that could both collect research data and keep users meaningfully engaged during their visit.

challenges

Designing for a research study meant designing within constraints.

Designing for a research study meant designing within constraints.

Before beginning the design process, we sat down with our partners to discuss what exactly the app required in order to comply with their study. This was important to understand how we could translate their research goals into intuitive app features that visitors would enjoy using.

Before beginning the design process, we sat down with our partners to discuss what exactly the app required in order to comply with their study. This was important to understand how we could translate their research goals into intuitive app features that visitors would enjoy using.

Consent

Users first need to provide their consent and demographic information to participate fully (with compensation).

Objectivity

Designs should record quantitative data from users, but should avoid using numbers or percentages as to not bias or influence users.

Clarity

Activity instructions should be as clear and concise as possible in order for users to produce accurate data for the researchers.

1.0 We mapped out the main user flow, detailing each step required by the study.

IMAGE

We also needed to ensure user engagement beyond interpreting just 1-2 paintings.

We also needed to ensure user engagement beyond interpreting just 1-2 paintings.

In the lab, participants were paid to analyze 45 paintings. At the Hood Museum, visitors joined voluntarily, earning $2 per interpretation if they shared demographic data. The challenge was designing an experience engaging enough to motivate multiple responses and help the researchers reach their goal of 500 participants.

In the lab, participants were paid to analyze 45 paintings. At the Hood Museum, visitors joined voluntarily, earning $2 per interpretation if they shared demographic data. The challenge was designing an experience engaging enough to motivate multiple responses and help the researchers reach their goal of 500 participants.

Guiding question

How might we effectively facilitate a neuroscience research study while making visitors' museum experiences enjoyable?

How might we effectively facilitate a neuroscience research study while making visitors' museum experiences enjoyable?

user research

In order to understand how to make it the best user experience, we turned to user interviews.

In order to understand how to make it the best user experience, we turned to user interviews.

We sat down with various college students and faculty to understand a typical museum visitor's experience. Our interviewees ranged from casual museum visitors to those with educational backgrounds in art history. We aimed to understand what kept visitors engaged, what made their experiences memorable, and how we could summarize their visit data.

We sat down with various college students and faculty to understand a typical museum visitor's experience. Our interviewees ranged from casual museum visitors to those with educational backgrounds in art history. We aimed to understand what kept visitors engaged, what made their experiences memorable, and how we could summarize their visit data.

Through 10 in-person user interviews, we discovered three main findings.

Through 10 in-person user interviews, we discovered three main findings.

80%

80%

of interviewees liked seeing the story, artist, and context behind the art.

of interviewees liked seeing the story, artist, and context behind the art.

65%

65%

of interviewees enjoy sharing interesting experiences both digitally and in person.

of interviewees enjoy sharing interesting experiences both digitally and in person.

92%

92%

of interviewees preferred seeing summary stats at the end of an app experience.

of interviewees preferred seeing summary stats at the end of an app experience.

competitive analysis

Museum apps were not something we used often. Few allowed you to locate specific artworks.

Museum apps were not something we used often. Few allowed you to locate specific artworks.

In order to understand existing user flows and features, we conducted research of 11 museum mobile apps, and 3 apps that had activity summary features. From our research, we gained a clearer understanding of existing design standards in place that we were able to translate to our iterations.

ideation

With user needs and research requirements in mind, we began ideating the app screens.

With user needs and research requirements in mind, we began ideating the app screens.

Museum map navigation

The first step for users to start interpreting art. We tested multiple map and artwork selection designs with students to see which felt most intuitive.

The first step for users to start interpreting art. We tested multiple map and artwork selection designs with students to see which felt most intuitive.

Interpretations and artwork ratings

We had many discussions about the interpretation rating screens. People are used to rating based on scales or percentages — but we couldn't use any numbers due to risk of bias or influence. We also realized here that needed to split up the screens into more steps than we realized.

We had many discussions about the interpretation rating screens. People are used to rating based on scales or percentages — but we couldn't use any numbers due to risk of bias or influence. We also realized here that needed to split up the screens into more steps than we realized.

Activity summary

After users finished their visit, they'd be able to see their activity summary. Interviewees noted they love seeing summaries of their app activities or statistics, and gave us examples.


Building on those insights, we created a gallery screen showing all the artworks seen by the visitor, and artwork personalities inspired by Spotify Wrapped. We also extended the Spotify Wrapped idea with time-based statistics.

After users finished their visit, they'd be able to see their activity summary. Interviewees noted they love seeing summaries of their app activities or statistics, and gave us examples.


Building on those insights, we created a gallery screen showing all the artworks seen by the visitor, and artwork personalities inspired by Spotify Wrapped. We also extended the Spotify Wrapped idea with time-based statistics.

design

We iterated through many versions before settling on final designs.

We iterated through many versions before settling on final designs.

After many iterations of colors and branding, discussions with engineers on the viability of features, and quick cycles of user testing along the way, we made final decisions on our features.

After many iterations of colors and branding, discussions with engineers on the viability of features, and quick cycles of user testing along the way, we made final decisions on our features.

instructions & guides

instructions & guides

Instruction modals

Instruction modals

Instructions had to be extra clear so that anyone (“even a grandma,” as one partner put it) could understand the activities easily. I prototyped the initial instructions to appear right when entering the map.

Instructions had to be extra clear so that anyone (“even a grandma,” as one partner put it) could understand the activities easily. I prototyped the initial instructions to appear right when entering the map.

Museum map & navigation

Museum map & navigation

Floor toggle

Through user testing, we found a toggle switch was the most intuitive. I used Photoshop to produce cleaner diagrams of the museum floors that fit a vertical screen.

Through user testing, we found a toggle switch was the most intuitive. I used Photoshop to produce cleaner diagrams of the museum floors that fit a vertical screen.

Museum map & navigation

Museum map & navigation

Artwork selection

Tapping on a number showed a preview. Using actual names of artwork could bias user's interpretations, so we labeled them by number.

Tapping on a number showed a preview. Using actual names of artwork could bias user's interpretations, so we labeled them by number.

interpretation activity

interpretation activity

Interpretation activity

Interpretation activity

Users first input their interpretation, rate their own interpretation, then read the interpretation of another museum visitor.

Users first input their interpretation, rate their own interpretation, then read the interpretation of another museum visitor.

interpretation activity

interpretation activity

Instructions button

If the user is confused at any point during the activity, the "?" button on the top left of the screen provides clear popup instructions for the specific page.

If the user is confused at any point during the activity, the "?" button on the top left of the screen provides clear popup instructions for the specific page.

interpretation activity

interpretation activity

Completing the activity

Completing the activity

I added a confirmation popup in addition to the greyed out number to indicate completion. Afterwards, the user is ready to move onto the next artwork.

I added a confirmation popup in addition to the greyed out number to indicate completion. Afterwards, the user is ready to move onto the next artwork.

instructions.& Guides

instructions.& Guides

Callouts

Callouts

I added additional callouts for each stage if the user didn't complete certain parts of the activity.

I added additional callouts for each stage if the user didn't complete certain parts of the activity.

Activity summary

Activity summary

Activity summary

Activity summary

The user chooses to end their session at any point during the experience. Once they do so, they're brought to their activity summary.

The user chooses to end their session at any point during the experience. Once they do so, they're brought to their activity summary.

Activity summary

Activity summary

Artwork personalities

Artwork personalities

The user is able to see their "artwork personality" and other statistics derived from their artwork interpretations during their session.

The user is able to see their "artwork personality" and other statistics derived from their artwork interpretations during their session.

Welcome and consent screens

Welcome and consent screens

We also took the FINN Lab's existing consent form process and built it directly into the beginning of the app experience.

We also took the FINN Lab's existing consent form process and built it directly into the beginning of the app experience.

animation graphics

How can we add more delight to the experience?

The study's "artwork personalities" are based on the concept of "listening personalities" from Spotify Wrapped 2022. A user's artwork personality is based on the quantitative data of artwork interpretations throughout their session, similar to how Spotify's listening personalities were based on a user's most listened songs and genres. This gives the FINN Lab four different interpretation styles to use in their research.


Initially, we envisioned the artwork personalities as static shape images. But in order to make them more fun and memorable for the user, I personally designed the personality shapes in Adobe Illustrator and then animated them in Adobe After Effects & Photoshop.

The Flexible Appreciator

You approach art with an open mind, revising your views as you learn more. Your thoughtful flexibility shows that shifting perspectives can be just as powerful as certainty.

The Cautious Observer

You take your time with art, observing details and absorbing subtleties before forming an opinion. By playing devil’s advocate, you make interpretation more thoughtful—and fun!

The Adaptable Connoisseur

You're quick to form opinions—and just as quick to revise them when new insights arise. Your adaptability reflects a deep engagement with art. Flexibility is your superpower!

The Decisive Critic

First impressions really matter to you — you tend to know exactly how you feel about a piece of art the moment you see it. You don’t spend time constructing elaborate narratives — your reactions are quick and instinctive. That’s a strength!

prototyping

After 6 weeks, we handed off the final prototype.

We completed our design process from end-to-end in six weeks, handing it off to our developers to complete development with the remaining 4 weeks of the term.


Below is a prototype of ArtLibs where you can simulate interpreting one of the artworks in the study. By ending the session, you can view a sample activity summary.

impact

500+ downloads within 6 months

500+ downloads within 6 months

"ArtLibs has been a great success over the last year, and we are so thankful to you and the whole team for the amazing job you did on it!" — Professor Emily Finn, Principal Investigator @ The FINN Lab

A few months after being released on the iOS App Store in fall 2024, ArtLibs received over 500 downloads from visitors at the Hood Museum, which exceeded their initial research goals. Around 60% of participants completed most or all pieces in the study, and the ages of users ranged from 18 to 88. The FINN Lab was thrilled with the results, mentioning that interpretation personality styles that we designed worked exactly as they had hypothesized, and that users really enjoyed them.


”We're seeing clear relationships between using the app (reinterpreting artwork) and people's enjoyment of art, with particularly strong effects when people were presented with interpretations from earlier visitors that were more semantically distinct from their own”

Testimonial 1

"I really liked the user interface of the app and the prompts. Sometimes it is hard to know where to start interpreting a piece of art, and the app helped guide that process"

An ArtLibs user

A fast black sports car races down the highway.
A person stands in a sandstone cave.
closed window
An orange cube-shaped side table is shown.
A green butterfly rests on a flower.

final thoughts

My takeaways from the project

ArtLibs was my first large-scale product design project, and I am grateful to have learned so much from it and to have worked with such a wonderful team. We presented our project at Technigala, Dartmouth's quarterly tech showcase, at the end of the term.

What I learned:

  1. Effective communication is everything

    We communicated regularly with our clients at the FINN Lab to ensure that the project remained aligned with their goals (and they were amazing communicators!). This collaboration was key in addressing any challenges promptly and integrating feedback effectively throughout our design process.


  2. Balancing client needs and user engagement

    Designing an app that simultaneously met the research needs of the FINN Lab, while also maintaining an engaging and enjoyable user experience, required a lot of iteration and feedback. The balance between collecting accurate data and providing an enjoyable user experience was crucial.


  3. Importance of thorough research

    Our extensive research on existing museum apps helped us develop key features to incorporate into the app that would align with our user’s needs. Additionally, by sitting down and interviewing potential users face-to-face, I learned just how crucial thorough interviews are to clarify user needs.


  4. Interdisciplinary collaboration

    With multiple designers and developers in our team, we needed to have clear and consistent communication. Regular meetings and iterative feedback ensured that our designs were accurately translated into a polished product, and allowed us to quickly resolve any technical challenges.

What could've been improved:

Working under a tight timeline meant that we couldn’t run as many user tests as I would have liked in order to allow for timely development. Even so, the feedback we did gather highlighted key areas for improvement and showed me how much iterative testing shapes better designs. In future projects, I would prioritize multiple rounds of testing early on to ensure that every design decision is informed thoroughly by user needs.

thanks for being here.
let's connect!

Rachael Huang © 2026

thanks for being here.
let's connect!

Rachael Huang © 2026

thanks for being here.
let's connect!

Rachael Huang © 2026