A Usability Study for the National Gallery of Art
Purpose:
This project involved conducting a full usability study of Artle, an interactive Wordle-style art game developed by the National Gallery of Art (NGA). While Artle offers a playful and educational experience, the existing interface posed several usability challenges for first-time users and casual gamers. The purpose of this study was to identify barriers to engagement, clarify interaction design, and propose actionable improvements that could increase accessibility and enjoyment for a broader audience. By focusing on onboarding, game flow, and post-game feedback, we aimed to support NGA’s mission to make art discovery more inclusive and user-friendly.
Goals:
To assess Artle’s usability through task-based testing, observe how users engaged with navigation, filters, game flow, and artist information, and provide recommendations that would make the platform more accessible, intuitive, and engaging for casual and expert users alike.
Results:
Our work culminated in a full usability evaluation, a client presentation, and this case study. Based on testing and survey analysis, we presented five key findings and design recommendations:
This project involved conducting a full usability study of Artle, an interactive Wordle-style art game developed by the National Gallery of Art (NGA). While Artle offers a playful and educational experience, the existing interface posed several usability challenges for first-time users and casual gamers. The purpose of this study was to identify barriers to engagement, clarify interaction design, and propose actionable improvements that could increase accessibility and enjoyment for a broader audience. By focusing on onboarding, game flow, and post-game feedback, we aimed to support NGA’s mission to make art discovery more inclusive and user-friendly.
Goals:
To assess Artle’s usability through task-based testing, observe how users engaged with navigation, filters, game flow, and artist information, and provide recommendations that would make the platform more accessible, intuitive, and engaging for casual and expert users alike.
Results:
Our work culminated in a full usability evaluation, a client presentation, and this case study. Based on testing and survey analysis, we presented five key findings and design recommendations:
- Introduce a mandatory “How to Play” pop-up tutorial to reduce confusion and support onboarding for first-time users.
- Improve the filter system by adding visual feedback, an “Apply Filter” button, and an optional calendar view.
- Display artist and artwork information within the game’s post-play screen to provide meaningful context without external redirects.
- Redesign key navigation elements like the “Past Games” button by clarifying copy and placing them in more intuitive locations.
- Add a new game mode with letter-based hints inspired by Hangman and Wordle to make gameplay more engaging and accessible.
Methods:
I worked as a UX Researcher and UX Consultant with the Pratt DX Center as part of a five-person graduate team. I contributed to study design, script writing, and direct moderation of user tests. I also helped synthesize qualitative feedback, turn high-priority insights into visualizations, and write sections of the final recommendation report. During the reporting phase, I contributed to developing visual redesign concepts in Figma and collaborated with teammates to align client priorities with user needs.
Skills Developed:
This project strengthened skills in moderated usability testing, survey design and analysis, qualitative data synthesis, and user-centered evaluation. It involved translating user behavior into actionable design recommendations within a collaborative, client-facing context.
Tools Used:
Figma, Zoom, Google Sheets, Google Forms, Google Docs, Slack
Learning Outcomes:
This project strengthened my ability to manage client-facing research, lead usability sessions, and translate qualitative user feedback into structured recommendations. I also developed practical experience navigating team collaboration under time constraints, client feedback cycles, and iterative design.
I worked as a UX Researcher and UX Consultant with the Pratt DX Center as part of a five-person graduate team. I contributed to study design, script writing, and direct moderation of user tests. I also helped synthesize qualitative feedback, turn high-priority insights into visualizations, and write sections of the final recommendation report. During the reporting phase, I contributed to developing visual redesign concepts in Figma and collaborated with teammates to align client priorities with user needs.
Skills Developed:
This project strengthened skills in moderated usability testing, survey design and analysis, qualitative data synthesis, and user-centered evaluation. It involved translating user behavior into actionable design recommendations within a collaborative, client-facing context.
Tools Used:
Figma, Zoom, Google Sheets, Google Forms, Google Docs, Slack
Learning Outcomes:
This project strengthened my ability to manage client-facing research, lead usability sessions, and translate qualitative user feedback into structured recommendations. I also developed practical experience navigating team collaboration under time constraints, client feedback cycles, and iterative design.
Artle is one of the National Gallery of Art’s most accessible digital tools for public engagement—inviting users to explore the museum’s collection through interactive guessing games. However, despite its creative potential, early user feedback and informal testing indicated consistent usability challenges. First-time players often struggled with onboarding, while even returning users found elements like filters, artist information, and navigation unintuitive or unclear. These issues limited the reach and impact of a tool intended to democratize art discovery.
View Full User testing and Evaluation Report here
Our team of graduate UX researchers at Pratt Institute was invited to examine these challenges more closely. Framing our work around the core question—“How can we improve the usability and engagement of Artle for new and returning users?”—we aimed to explore how thoughtful design interventions could transform Artle from a clever game into a more robust digital gateway to the NGA’s collections.
This case study reflects my broader interest in designing tools that increase cultural access. I approach digital design as a way to bridge curiosity, culture, and learning—ensuring that even playful platforms like Artle reflect the principles of accessibility and user-centered engagement.
Through usability testing, surveys, and competitor analysis, we uncovered actionable insights and developed four core recommendations to enhance user experience—including improved navigation, onboarding flow, and interaction design.
Through usability testing, surveys, and competitor analysis, we uncovered actionable insights and developed four core recommendations to enhance user experience—including improved navigation, onboarding flow, and interaction design.
Methodology
Figure: Usability Testing Workflow
A six-step process used during the Artle study, beginning with participant recruitment and ending in post-session analysis. This structure ensured ethical transparency, consistent data collection, and robust evaluation across all user sessions.
The six-week study followed a comprehensive mixed-methods approach rooted in user observation and behavior analysis.
We began with participant recruitment, targeting a broad demographic that included casual users, museum visitors, art students, and mobile gamers. Outreach was conducted through Google Forms, email campaigns, and Instagram Stories, with participants compensated for their time.
Before each usability session, participants completed a brief pre-test questionnaire designed to capture baseline information about their background, digital habits, and relationship to art institutions. Questions covered topics such as device preference, gaming familiarity, and frequency of museum or gallery visits. Most participants reported visiting museums frequently and had some formal connection to the arts—either as creative professionals, students, or museum staff. This context helped us interpret their gameplay feedback and illuminated how even art-engaged users encountered usability friction within Artle.
Museum Engagement FrequencyA six-step process used during the Artle study, beginning with participant recruitment and ending in post-session analysis. This structure ensured ethical transparency, consistent data collection, and robust evaluation across all user sessions.
The six-week study followed a comprehensive mixed-methods approach rooted in user observation and behavior analysis.
We began with participant recruitment, targeting a broad demographic that included casual users, museum visitors, art students, and mobile gamers. Outreach was conducted through Google Forms, email campaigns, and Instagram Stories, with participants compensated for their time.
Before each usability session, participants completed a brief pre-test questionnaire designed to capture baseline information about their background, digital habits, and relationship to art institutions. Questions covered topics such as device preference, gaming familiarity, and frequency of museum or gallery visits. Most participants reported visiting museums frequently and had some formal connection to the arts—either as creative professionals, students, or museum staff. This context helped us interpret their gameplay feedback and illuminated how even art-engaged users encountered usability friction within Artle.
Arts & Professional Affiliation
Participants’ professional and academic ties to the arts. Most were connected as artists, students, or museum professionals, offering expert-informed feedback on cultural tools like Artle.
Game Habits: Past Month
When asked about recent gameplay, most participants had played Crosswords or Wordle—two puzzle formats directly comparable to Artle’s structure.
Notably, many participants had recently played puzzle-style games like Crosswords or Wordle, confirming Artle’s potential within a familiar genre. However, responses to how often they explore new interactive art tools were more mixed. This pointed to a critical insight: even users who are culturally inclined and game-literate need clear onboarding and well-designed interaction cues to remain engaged.
The final group included a diverse sample: 75% accessed the platform via mobile, and 60% had professional or academic experience in the arts.
Each participant completed a structured usability test that included a pre-test questionnaire, task-based gameplay, and a post-test reflection. Sessions were moderated either in-person or via Zoom and designed to simulate a lab-like environment. We encouraged participants to verbalize their thoughts as they navigated the platform, allowing us to log not just where they clicked—but what they expected to find.
In parallel, we benchmarked Artle against similar puzzle-style museum games to identify best practices in onboarding, navigation, and visual feedback. This helped contextualize Artle’s design within a broader landscape of cultural gamification.
Testing and Key Findings
Testing and Key Findings
To evaluate Artle’s usability in realistic scenarios, we developed three task-based prompts that reflected common user motivations. Each task was designed to simulate a specific use case—from casual discovery to deeper engagement with the museum’s collection. These tasks were introduced during the moderated sessions to guide observation while allowing participants to interact naturally with the interface.
- Task 1 represented the experience of a first-time visitor exploring Artle before an in-person museum trip.
- Task 2 encouraged users to search for a past game using personal criteria, testing navigation and filtering features.
- Task 3 prompted users to locate contextual information about a featured artwork, evaluating how easily users could access exhibit-related content.
To synthesize findings, we used a combination of quantitative and qualitative methods. Each session was followed by a System Usability Scale (SUS) survey, allowing us to calculate a usability benchmark and compare responses across participants. In tandem, we documented behavioral observations and verbal feedback using the Rainbow Sheet method, which helped us cluster insights by theme and prioritize usability issues based on frequency and severity.
This layered approach allowed us to triangulate our data—drawing connections between what users said, what they did, and how they rated their experience. The resulting analysis not only highlighted key friction points in the interface but also revealed deeper patterns in how users approached Artle as both a game and a learning tool.
The tasks uncovered several consistent patterns in user interaction and confusion. While some interface elements, like the zoom feature, were used effectively (91%), many users experienced friction navigating the platform, especially during gameplay and filtering.
As shown in the table below, 100% of participants desired more engaging, game-like elements, and 91% experienced initial confusion around how to play, reinforcing the need for clearer onboarding. Navigation gaps were also apparent—73% missed the “Play Past Games” feature, and 64% struggled with filter usability. These issues affected both first-time and returning users.
Summary of usability issues
reported during user testing
Based on the patterns we observed, we proposed five design recommendations that address onboarding, navigation, filtering, and engagement. These include a redesigned ‘How to Play’ guide, improved filter interactions, enriched artist feedback, clearer past game access, and a new game mode to sustain interest.
Recommendations
Recommendation 1: Redesign and Prioritize the “How to Play” Guide
One of the most consistent issues observed during usability testing was confusion around gameplay mechanics—particularly among first-time users. Despite Artle’s simple premise, users often hesitated at the start of the game, unsure of what to do next. This led to early pauses, reduced confidence, and—in some cases—abandonment of the session.
To address this, we proposed two layered interventions:
To address this, we proposed two layered interventions:
- Introduce a “How to Play” summary directly into the pre-game pop-up that appears when users launch Artle. This ensures the game’s premise is front-and-center before users engage, reducing reliance on memory or secondary navigation.
This version offers a brief explanation paired with a link to “More details,” giving users immediate orientation while preserving flow. - Enhance the standalone “How to Play” screen by incorporating clear visual cues such as numbered steps, input field examples, and labeled icons. These additions transform dense text into digestible interactions, reinforcing user confidence from the start.
Visual redesign example showing the evolution from text-only instructions to an annotated, interactive layout.
Together, these changes aim to create a smoother onboarding experience by meeting users where they are—visually, cognitively, and contextually. In our testing, participants expressed appreciation for interface cues and emphasized how subtle framing could improve their overall sense of clarity and enjoyment.
Recommendation 2: Improve the Filtering System with Feedback, Visibility, and Control
While Artle offers a “Past Games” archive with filters for exploring older puzzles, our usability tests revealed that the current filtering experience lacked clarity, responsiveness, and user control. Several participants reported confusion around whether filters were applied, what results they affected, and how to remove or adjust them—leading to frustration and incomplete interactions.
To improve both functionality and discoverability, we proposed the following enhancements:
While Artle offers a “Past Games” archive with filters for exploring older puzzles, our usability tests revealed that the current filtering experience lacked clarity, responsiveness, and user control. Several participants reported confusion around whether filters were applied, what results they affected, and how to remove or adjust them—leading to frustration and incomplete interactions.
To improve both functionality and discoverability, we proposed the following enhancements:
- Introduce an “Apply Filters” button that provides users with a clear action point, preventing unintentional filter activation or changes before they’re ready. This gives users more control and reduces cognitive load.
- Display active filters as removable tags below the search results, ensuring users can instantly see what criteria are being applied. This aligns with established UI patterns for e-commerce and search-based platforms, improving mental models and transparency.
- Add visual feedback when filters are applied (e.g., light animations, counter updates, or a confirmation message), reinforcing the success of the user’s actions and reducing uncertainty.
- Include a calendar view toggle as an optional enhancement for users who want to explore past games chronologically, especially useful for educators or museum professionals revisiting specific themes or artists.
This redesign aligns with feedback from 64% of participants who found the original filter design unclear or underwhelming. By introducing these small but impactful changes, Artle can significantly improve exploration and re-engagement—turning its archive into a more powerful discovery tool.
Recommendation 3: Improve Artist Information Display for Clearer Post-Game Feedback
The post-game screen is a crucial opportunity to educate and engage users—especially those who might not have guessed the artist correctly. However, in Artle’s original design, the feedback was sparse and disjointed. Participants expressed a desire to learn more about the artist and the artwork they just viewed, but the platform required external navigation or failed to surface that information in a meaningful way.
To address this, we recommended the following improvements:
To address this, we recommended the following improvements:
- Enhance the end-game screen with visual summaries of each artwork shown during the round. Including small thumbnails with titles gives users immediate context and recognition of what they saw—without requiring them to scroll or search elsewhere.
- Display the artist’s name more prominently, with a brief bio or summary that helps situate them historically or stylistically. This provides value even for users unfamiliar with the artist, turning the game into a more rewarding educational moment.
- Add a “Learn More” button or expandable section that opens additional artist and artwork metadata—such as museum location, date of creation, or related pieces in the collection.
- Replace vague or technical phrasing with clear, human-centered messaging (e.g., “Almost there! Try again tomorrow” instead of only listing time or stats), to increase approachability.
By making the post-game screen more informative and accessible, Artle can better align with the National Gallery of Art’s educational mission while reinforcing user interest in continued exploration. These changes also promote deeper engagement for both casual players and cultural professionals.
Recommendation 4: Improve the Visibility and Placement of the “Past Games” Button
During testing, several users failed to notice the “Play Past Games” button altogether or misinterpreted its function. The original placement and styling made the button look more like a promotional ad or external app download, rather than a core feature of the game. This design flaw reduced user engagement with a valuable archive of content—and created unnecessary friction for those looking to replay previous challenges.
To improve visibility and usability, we recommended the following changes:
To improve visibility and usability, we recommended the following changes:
- Relocate the button to the top navigation bar, where users naturally expect to find system-level functions like history or settings. This new placement makes the feature more immediately discoverable and aligns with common mobile design conventions.
- Simplify the language and reduce visual clutter. The original button included promotional copy that distracted from the intended function. We shortened the label to “Play Past Game” for clarity and consistency.
- Maintain existing visual styling (color, font) for brand continuity, while refining layout to avoid confusion with ads or third-party features.
By addressing the placement and copy of the “Past Games” button, this redesign increases discoverability and improves user flow—making it easier for returning users to explore previous content and stay engaged with the platform beyond the daily puzzle.
Recommendation 5: Introduce New Game Modes to Enhance Engagement
While users appreciated Artle’s educational goals, they expressed a strong desire for more gamified elements that could enrich the experience and increase replay value. Inspired by games like Wordle and Hangman, we proposed a new interactive mode that introduces letter-based hints, visual progression indicators, and immediate learning opportunities.
This redesign maintains the original goal of art discovery while creating a more dynamic interface. Users receive visual feedback for correct and incorrect guesses, can track letter placements, and immediately view contextual information upon game completion. These elements help bridge the gap between casual play and educational value—ensuring that users walk away with both enjoyment and insight.
This redesign maintains the original goal of art discovery while creating a more dynamic interface. Users receive visual feedback for correct and incorrect guesses, can track letter placements, and immediately view contextual information upon game completion. These elements help bridge the gap between casual play and educational value—ensuring that users walk away with both enjoyment and insight.
- End-of-game feedback is enhanced with a “Learn More” option that links to artist bios and artwork descriptions—supporting educational exploration without disrupting the game flow.
2. This final screen confirms the correct answer, displays key artworks, and offers contextual details about the artist—reinforcing learning and curiosity through design.
Possible Next Steps
Looking ahead, several directions could deepen the impact of this study:
Reflection and Conclusion
Looking ahead, several directions could deepen the impact of this study:
- Longitudinal Testing: Conduct follow-up usability tests after implementing design changes to measure retention, engagement, and educational outcomes.
- Accessibility Audit: Evaluate Artle against WCAG guidelines to ensure it accommodates users with visual, cognitive, and motor impairments.
- Mobile Optimization: Perform mobile-first testing to refine layouts, tap targets, and content visibility across devices.
- Gamification A/B Tests: Experiment with multiple versions of game modes (e.g. timed vs. untimed) to test which features best support replayability and learning.
This case study demonstrates my ability to identify interaction pain points, synthesize user feedback, and communicate thoughtful design changes that serve both users and institutions. I look forward to continuing work that merges play, learning, and inclusive design.
Reflection and Conclusion
This project challenged me to balance play and pedagogy—making art discovery fun without compromising on clarity or access. Collaborating with both users and stakeholders taught me to translate qualitative insights into actionable interface improvements, and to defend those decisions with both empathy and data.
I also deepened my skills in usability testing, survey synthesis, and visual storytelling, learning how to turn messy user behavior into strategic, research-backed recommendations. I’m especially proud of how our proposed features—like progressive onboarding and a word-based game mode—honor both the mission of the National Gallery of Art and the user’s need for guidance, reward, and exploration.
Artle has the potential to become more than a guessing game—it can be a gateway to lifelong learning and cultural engagement. Our usability study revealed that even highly motivated users face barriers due to unclear feedback loops and inconsistent navigation. By addressing these through thoughtful redesign, Artle can become a more inclusive and inviting tool for casual gamers, art students, and museum professionals alike.
I also deepened my skills in usability testing, survey synthesis, and visual storytelling, learning how to turn messy user behavior into strategic, research-backed recommendations. I’m especially proud of how our proposed features—like progressive onboarding and a word-based game mode—honor both the mission of the National Gallery of Art and the user’s need for guidance, reward, and exploration.
Artle has the potential to become more than a guessing game—it can be a gateway to lifelong learning and cultural engagement. Our usability study revealed that even highly motivated users face barriers due to unclear feedback loops and inconsistent navigation. By addressing these through thoughtful redesign, Artle can become a more inclusive and inviting tool for casual gamers, art students, and museum professionals alike.