My Role
Product Designer
Timeline
Team
TYPE
Online Exhibition Platform

Overview
100%
of artists wanted change
33%
answered it's not engaging enough
7 2.6 s
Avg engagement time
Quick View
GIF preview
Move 02 · Interaction
Red-dot hotspot interaction
Clickable hotspots reveal artist context inline (inspiration, medium, process) — without leaving the artwork or losing the visual focus.
GIF preview
Handoff
Developer handoff annotations
Component library + 5 fully annotated screen states with CSS specs, transitions, and edge-case behaviors — so the dev team didn't have to interpret one-off styles.
Problem
Qualitative
4 emerging artists · 38–52 min interviews

“Exposure is nice, but it doesn't lead anywhere. We need feedback to grow.”
— Common theme across all 4 artists
Quantitative
15 viewers · Maze prototype test (Q1–Q9)
62%
Q3
wanted to revisit a specific artwork
33%
Q7
stopped — not engaging enough
“The exhibition feels very flat — not much interaction. Feel less immersive.”
— Q6 Open Response · Participant 499770890
Research & Strategy
01
Takeaway
Viewers got fatigued at dense, text-heavy sections — and 62% wanted to revisit a specific work without easily being able to.
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Move 01
·
Structure
Decouple artwork from text
02
Takeaway
33% stopped because it wasn't engaging enough — clicking 'next' replaced actually looking at the work.
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Move 02
·
Interaction
Red-dot hotspots on artwork
03
Takeaway
4/4 artists said exposure alone wasn't valuable — they wanted feedback and follow-up signals.
→
Move 03
·
Feedback
Guest book for engagement signals
Design Process
With 3 months of volunteer time and no dedicated UI designer, I leaned on AI to compress the visual exploration phase. Four full drafts in three weeks each one tested, scrapped, or refined based on artist and viewer feedback before moving forward.

Design Process
With 3 months of volunteer time and no dedicated UI designer, I leaned on AI to compress the visual exploration phase. Four full drafts in three weeks each one tested, scrapped, or refined based on artist and viewer feedback before moving forward.

Outcome
17
Production-ready screens shipped
5
Fleet modules consolidated
120+
Design system components
Reflection
01
Designing from AI output is a new skill
Starting from a functional AI prototype is fundamentally different from 0-to-1 design. The hardest part isn't building — it's developing the critical eye to identify what the AI got right, wrong, and couldn't know without user context.
02
Scale requires systematic thinking
17 screens can't be maintained with manual discipline alone. Figma MCP taught me that the most important design decision is often 'how do I make this impossible to get wrong at scale?'
03
Domain knowledge is irreplaceable
AI helped me explore faster, but Jobin's domain expertise and Geotab's real user terminology made the difference between a generic dashboard and one that feels right to fleet managers.
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Next steps
Validate the redesigned information hierarchy with a fleet manager usability test — measuring task completion rate on the KPI → Chart → Table flow versus a table-first baseline.