About The Project
This project was developed as part of a senior-level Interaction Design course at Simon Fraser University. Our team of six collaborated with Draw Around Vancouver (DAV), a grassroots art collective that hosts inclusive weekly drawing events open to people of all skill levels.
Over three months, we observed how participants engaged during these events and identified opportunities to improve the experience for beginners who might feel hesitant or self-conscious. Through field observations, interviews, and participatory workshops, we designed solutions that made creative expression more welcoming and accessible.
My focus areas: Synthesizing user insights, co-developing workshop activities, shaping the research direction, and maintaining client communication throughout the project.
Research & Opportunities
We began with a discovery phase combining competitive analysis, ethnographic observation, user interviews, and firsthand participation to understand DAV's ecosystem and uncover design opportunities.
Ethnographic Observation
Team members attended DAV events to conduct in-context research, focusing on participant demographics, event flow, and behavioral patterns. The data revealed subtle engagement levels, social dynamics, and moments of friction that informed our design direction.
User Interviews
We conducted sessions with 13 participants, a volunteer, and a facilitator. Key themes emerged around user motivations, perceptions of DAV, and opportunities for improving accessibility and engagement.
Firsthand Participation
I engaged directly in DAV activities to understand the participant journey and emotional context — particularly the subtle barriers beginners face in community creative spaces.
User Insights
We developed user personas and journey maps to model the experience. Three primary personas emerged:



Key Pain Points
- Lack of structure: Beginners felt overwhelmed by the open-ended format, making it difficult to build confidence or track progress.
- Limited community connection: The event format lacked activities that foster belonging and peer support.
- Retention barriers: Key obstacles prevented repeat attendance, limiting long-term community growth.
Concept Directions
We explored three ideas to address these pain points:
- Beginner-friendly Instruction Handbook — A guide to help first-timers navigate events with confidence.
- Community Art Platform — An online space for sharing work and staying connected.
- Icebreaker Pamphlet — A facilitator toolkit for structured, low-pressure social activities.



Design & Testing
We ran participatory workshops with individuals from diverse drawing backgrounds to test concept feasibility. The sessions revealed four major themes: the need for longer drawing sessions, lack of guidance and references, desire for deeper technique explanation, and a shared fear of judgment.



These findings, combined with competitive analysis and stakeholder alignment, helped us finalize our design direction — prioritizing structured, low-pressure activities that matched DAV's inclusive philosophy.
Project Outcomes
The Drawing Arcade
Our final design is a station-based workshop that reimagines how participants engage with art. Four stations cover core drawing fundamentals while maintaining DAV's free-form spirit.
Concept Renders
3D renders visualizing the spatial flow and atmosphere of The Drawing Arcade in DAV's typical setting.





Initial qualitative feedback from stakeholders and participants has been overwhelmingly positive. DAV has expressed strong interest in integrating The Drawing Arcade into their recurring programming.
Reflection
This project reminded me that UX isn't always about step-by-step instructions — sometimes it's about creating the right conditions for people to explore and build confidence at their own pace.
Working on The Drawing Arcade taught me how to balance structure with freedom, especially when designing for people who feel unsure of their creative ability. It deepened my interest in designing creative tools and environments that make people feel supported, curious, and capable.
Key Takeaways
- Communicate early and often: Designing in a silo limits perspective. Stakeholder, user, and team alignment throughout the process was essential.
- Stay user-centered: Grounding every decision in research ensured our outcomes resonated with real people.
- Respect constraints: Designing within the client's operational realities kept our solutions feasible and implementable.















