
Making System State Visible in AI Course Creation
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Problem
As a world-class art museum, NGA attracts significant online traffic, but Fun Seekers, largely Gen Z, have the lowest satisfaction among the six audience groups. NGA had already experimented with several approaches to attract them. One example is Artle, a daily art-guessing game. Artle attracts around 10,000 players each day, and Fun Seekers are one of its main user groups, proving that games work. However, like many lightweight guessing games, Artle supports only a narrow type of interaction. This creates an opportunity to design a mobile experience that better aligns with how Fun Seekers want to engage.
Fun Seekers make up 13% of online traffic. However, they have the lowest satisfaction.
Artle drives strong return behavior, with 54% of Fun Seekers returning. However, a lack of interactive content remains their main pain point.
Fun Seekers primarily use mobile devices to access the NGA website.
Research
Based on these insights, we focused on understanding what Gen Z Fun Seekers consider engaging and how they use museum websites.

Museum websites are informative but not engaging
Fun comes from social interaction, sharing, and co-creation
Gen Z values authenticity
Strategic Direction
Our strategy focused on shifting from one-way interactions to participatory, shareable experiences, while rethinking information discovery as an engaging process. Instead of relying on standalone game mechanics, we integrated social and co-creative behaviors into the core art experience.
We designed a participatory art experience that turns exploration into a social, game-driven interaction.
Discover the game on the NGA website
Read the rules and enter the lobby
Reveal the theme and play
Vote and react
View the leaderboard and share
Ideation
Our breakthrough was Art or Fart, a concept inspired by Gen Z's fast-paced digital culture that transforms art appreciation into a competitive, social game. Earlier ideas fell short because they lacked immediacy or meaningful social interaction.

Design Decision 01
Gen Z users typically visit museum websites for practical information, such as opening hours and current exhibitions. We placed an entry point near exhibition information to increase the game's discoverability and encourage users to learn about the featured artistic style before visiting. We added another entry point to Artle's results page, allowing existing players to try the new game.


Design Decision 02
Drawing on a small screen with just a finger creates a high barrier to entry. We integrated multiple drawing assistance tools that interpret sketches and suggest options, making creation feel accessible rather than frustrating.
Design Decision 03
Open chat risked undermining NGA's institutional voice. We replaced it with a reactions feature, preserving social expression while keeping communication controlled.
Design Decision 04
Letting users vote on themes created more problems than it solved. A carousel selector that combines an art style with an object gave players more variety, clearer context, and a built-in learning moment.
Impact
Art or Fart is a competitive, multiplayer drawing game where players paint to a themed prompt, vote on each other's work, and climb a weekly leaderboard.

Shifts a one-way information channel into a participatory platform
A competitive game loop sustains social engagement
Themed prompts naturally surface NGA's collection
“A lot of this is familiar to our developers. I can see this easily fitting into our portfolio of products.”
Conclusion
Future work will focus on expanding the catalog of themes and integrating a shared engagement system that connects this experience with other NGA games, encouraging long-term participation and extending engagement across the broader NGA ecosystem.
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