Collaboration concept for artists
Much of an artist’s journey is unreadable and therefore unrecognizable to a consumer or critic. How can we empower artists to represent the evolution of their work? Many artists write in journals, take process photos, write essays etc. The purpose of these projects is either to provide the necessary context to consumers, or for artists to clarify their process to themselves. But these projects can take up a significant amount of mindshare or even morph into full works in their own right. A related problem is of collaboration. Artists have different processes, inspirations and styles. How can we enable artists to work together in the creation process?
This was the focus of my team's project for the Introduction to Human-Computer Interaction (HCI) course at Yale University. We mocked a mobile app that lets users collect ideas, collaborate and engage with a community. We also developed a concept for 3D artists (e.g. sculptors, animators) in particular to collaborate in a VR environment. The full report for this project can be found on the project website here.
Though we felt an eventual product could benefit a number of stakeholders (who, in my mind, are organized as below), we narrowed our scope to creators, who we believed the more important group in the art world to cater to.
Before we could address the documentation/collaboration problem with a specific solution, we conducted research with the aim of understanding how artists:
Our research methods were threefold:
Our subjects included painters, sculptors, photographers and musicians.
We organized our findings into several themes as follows:
Our research helped us prioritize two tasks that we felt any viable product/solution had to address:
With these tasks in mind, we built a mobile app as a paper prototype. Using paper let us explore ideas freely and rapidly. The app lets artists post their works, create new ones using a suite of tools, work collaboratively, and solicit feedback.
Around this time, we also thought of how we might serve an often overlooked subgroup: 3D artists. For decades, sculptors, animators, game designers and more have been using the same 2D desktop software to build complex 3D environments. We could integrate the handheld VR tech behind Google Cardboard with our mobile app to open up a new realm of possibilities for 3D artists. For instance, here is what an undo interaction might look like:
With the prototype complete, we conducted usability tests to find and fix flaws in our hybrid interface. We assigned artists two tasks.
We swapped paper modules as the interaction went on, and periodically asked users about their rationale for an action. The testing revealed a number of flaws in the interface, including undo of destructive actions, selection of elements, and crucially, handling collaboration conflicts. The latter required thought: live collaboration conflicts are simple enough to reason about in Google Docs, but how should the actions of artists compose in an environment of pixels and voxels? We felt we had an answer in Github's graph model, that lets developers branch and merge. Our refined prototype adopted something similar:
The final app mockup was created in Adobe XD. It can be browsed below:
After an orientation and sign-in, the user is shown a list of their projects. These projects can be created from existing media assets, from remixing others' work, or from scratch with the suite of creative tools. The Explore tab lets users follow others for inspiration. The project view lets users share feedback, chart the progress of a work with a History function, and step into the optional VR mode, the concept for which is below:
Many thanks to my teammates Kenyon Duncan, Antonio Cao and TanTan Wang, and Intro HCI's Professor Marynel Vázquez.