ux design

Case Study: Improving the National Gallery of Art’s Website for First-Time Visitors

The National Gallery of Art draws nearly four million visitors a year to its stretch of the National Mall in Washington, D.C. Most of those visitors are not art experts. They’re tourists, families, curious travellers passing through the capital, people who might visit once, who have a few hours, and who would really just want […]

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From Confusion to Clarity: Reimagining OnePratt’s Homepage

Made for OnePratt: A centralized digital portal created for students, staff, and faculty members of Pratt Institute to access various academic and administrative resources. Teammates: Avani Chandorkar, Christina Lu, Anisha Vonna, Julie Vo (me) My role: Research Planning, Moderated Usability Testing, UX Design Duration: 6 weeks Context about OnePratt ℹ️️ OnePratt is Pratt Institute’s central

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Specialized Experience – Reshaping Artwork Search with Vector Queries

Team: Anli HuangHyun LeeSharron LouYuxuan Xia Roles: UX ResearchUX DesignUI DesignDesign StrategyInformation Architecture ToolsFigmaFigjamClaude Code + Design Project Overview The National Gallery of Art (NGA) is home to more than 150,000 artworks, archival records, and library materials. While the collection is expansive, navigating it digitally can often feel fragmented and overwhelming, especially for younger audiences

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Design Critique: Are.na (iOS App)

Are.na is a visual bookmarking and knowledge-curation platform that lets users collect images, links, text, and files into organized “channels.” It’s built for researchers, creatives, and thinkers who want a distraction-free alternative to Pinterest or Notion — without ads, algorithms, or social noise. Meet Maya Maya is a 26-year-old graduate student in landscape architecture. She

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Design Critique: OpenTable – Diner’s End

OpenTable is a dining reservation app that allows users to explore local restaurants and make reservations with ease and better communication. It provides both diners and restaurants with an open communication platform that replaces the traditional, messy reservation process with a streamlined, informative network. Signing-in: Onboarding The sign-in pages (figure 1-3) utilized the classic phone

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Design Critique: Pikmin Bloom (iPhone App) - Cover Image

Design Critique: Pikmin Bloom (iPhone App)

Pikmin Bloom is a free augmented reality (AR) mobile app developed by Niantic and Nintendo. By implementing gamification strategies, it encourages players to walk more, explore their surroundings, and foster healthy habits. Although Pikmin Bloom demonstrates the power of gamification, it still suffers from several usability friction points that disrupt the Seven Stages of Action.

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