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About
2022, Freelance Designer, Cottage, San Francisco, CA
2019, UX Designer, Harvard Business Review, Boston, MA
2018, UX Design Intern, Depict, San Francisco, CA
2016, Designer, Fougeron Architecture, San Francisco, CA
2015, Designer, Swatt Miers Architects, Emeryville, CA
2013, Design Intern, Trace Architecture Office, Beijing, China
2012, Design Intern, Slab Architecture, Brooklyn, NY
2012, Staff, GSAPP Exhibitions, New York, NY
2011, Design Intern, Sou Fujimoto Architects, Tokyo, Japan
2010, Design Intern, Buro Ole Scheeren, Beijing, China
2010, Participant, GSAPP China Lab, Beijing, China
Columbia University GSAPP, Master of Architecture
Middlebury College, Bachelor of Arts
Contact
Case Study
2019
The San Francisco Museum of Modern Art (SFMOMA) draws over a million annual visitors with its collections in painting, sculpture, photography, design and media arts. Its cultural importance to the city is undeniable. Drawing on UX usability research and on-site analysis, this project proposes a new mobile strategy to help visitors navigate the museum’s offerings.
We visit museums to get away from our phones and screens, so why conflate the two? How might we create a digital experience that enhances the in-person museum experience, while also engaging users online before and after their visits?
Research
(Slides 1-3) The museum is a container for multiple experiences. In addition to the ticketed gallery experience, visitors have access to free public spaces, including a vast lobby, a restaurant, and the museum store. Beyond the public and gallery spaces, a third layer of experience, usually reserved for researchers and education purposes, can be accessed by appointment. The research process uses methods including user-centered practices and business-centered analysis. The following slides detail the process and results of four research methodologies: card sort, user research, business outline, and website tree test.
(Slides 1-3) The museum is a container for multiple experiences. In addition to the ticketed gallery experience, visitors have access to free public spaces, including a vast lobby, a restaurant, and the museum store. Beyond the public and gallery spaces, a third layer of experience, usually reserved for researchers and education purposes, can be accessed by appointment. The research process uses methods including user-centered practices and business-centered analysis. The following slides detail the process and results of four research methodologies: card sort, user research, business outline, and website tree test.
A user-friendly SFMOMA mobile site can help bridge the gap between visitors’ in-person and online experiences. Rather than creating a separate native app, the mobile site is a great way for users to explore the site before their visit, and offers a more fluid experience for the casual visitor.