spring.art Case Study
Consumer art tech startup helping people discover and support artists they enjoy

Project Summary
Problem Domain: Art
Timeline: 9 months, May 2022 - Feb. 2023
Role & Team: Founder and Chief Creative Officer, Lead Designer, Team of 4
Tools: Figma
Methodologies: paper prototyping, digital prototyping, user interviews, iterative design, experience testing, events, game design, game testing
Final Product: web application, mobile app in development, hi-fi digital mock-ups
Problem
Getting engaged art is very hard; there are so many barriers to entry. Not being rich, "educated" or well-networked enough, the list goes on.
The current art world serves only a few rich elite. What about the other 99% of humans?
Early Design Process

"I love to explain and share stories with people who are asking questions."
Final Designs

Reflections & Impact
Creating and designing spring.art has been a masterclass for me in the tough realities of founding a consumer tech company. From trying to get it funded to developing an experience that exceeds user needs, and produces necessary traction, this all-encompassing experience has allowed me to develop my capacities to the next level.
Founding spring.art has allowed me to view and manage products not just through the practice of user-centered design but through the functions of business, product management and engineering as well.
I have thoroughly enjoyed my experience, though it has been immensely difficult, and I hope to continue developing spring.art at a smaller scale in my off hours of my day.