Museum App — Google UX Certificate: Project 1

This was my first end-to-end UX project, completed as part of Google's UX Design Certificate. The prompt was open-ended: design an app experience. I chose to design a booking and visit-planning app for a fictional art history museum. The goal wasn't a polished final product; it was to practice the full design process from persona development through lo-fi prototyping.

Skills Demonstrated

Persona development · Storyboarding · Paper wireframing · Digital wireframing · Lo-fi prototyping · Figma · User flow mapping

UX Design Storyboard.

When thinking about potential users for the Art History Museum app, I developed a persona around Fiona — a PhD student in Art History who visits museums regularly for her program. Working through Fiona's goals and frustrations helped ground the early design decisions in a real use case rather than abstract features.

UX Design storyboard sketches showing how a museum app takes her from stressed to happy when booking a museum visit.
UX Design storyboard close-up sketches that show the actions that a user takes in the app.

Paper and Digital Wireframes.

I brainstormed several wireframe layouts for the main app screen. Given the museum's art history focus, I designed around visual navigation — image-based buttons rather than text-heavy menus. I then translated the strongest wireframe ideas into a digital format in Figma.

Three paper wireframe options for a main app page
A digital wireframe layout of a few main app page layouts

Lo-Fi Prototype and Mock-Up.

Once the wireframe pages were mapped, I built a lo-fi prototype in Figma connecting the action flows between screens. This stage helped surface navigation gaps before any visual design investment.

A layout of lo-fi prototype connections across app pages

Status & What I Learned

This project is intentionally paused at lo-fi — I'm returning to it with fresh eyes before committing to a visual direction. The main thing I took from this project: how much the persona work upstream shapes the design decisions downstream. Fiona's specific context (frequent visits, research-oriented, time-constrained) would produce a very different app than designing for a casual tourist — and keeping that distinction visible throughout the process is what prevents generic design.

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