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Bulan

An African-themed website that showcases 111 hand-drawn African gods, with the story, personality and history behind each one.

Live at bulan-legacy.vercel.app

Bulan home on mobile: a horned god wreathed in fire behind the BULAN wordmark, and a card for The Bulan ToolsGallery on mobile: The Bulan gods and descriptions, a Filter button and a grid of godsGallery filters on mobile: search by name and traits for class, pantheon, sub-continent, background and overseer

Metrics

  • 6-week sprint, from research to visual design.
  • 111 gods, each with a gender, class, pantheon, sub-continent and story.
  • 22 pantheons and 28 classes to filter by.
  • 4 projects with strong galleries studied.
  • 3 breakpoints designed: desktop, tablet and mobile.

Role

Product designer: research, personas, user flows, site map, design system, wireframes and visual design in Figma, documentation in Notion and handoff to the front-end developer in Zeplin. Website, April to June 2022.

Overview

Bulan is an African-themed project, built on the idea of balancing community engagement through art with value from features made for its people. The gods of Bulan set out to change the narrative about African deities, and to teach people the history and culture around them.

Problem

There is a widespread lack of awareness and understanding of African deities. The misrepresentation and limited knowledge of African history and culture, and of its diverse, intricate pantheon of divine figures in particular, keep African gods from the appreciation and recognition they deserve, and close off chances for meaningful engagement and education around the world.

Goals

  • Main goal: a user-friendly website with a gallery that showcases each of the 111 hand-drawn African gods.
  • Supporting goal: detailed information on every deity (gender, class, pantheon, sub-continent) and a captivating narrative about its story and cultural significance, easy to find and pleasant to read.

Process

Design thinking over six weeks, from April 25 to June 3, 2022:

  • Empathize, 9 days: user research and a competitive analysis.
  • Define, 3 days: user personas.
  • Ideate, 3 days: user flows and a site map.
  • Prototype, 22 days: high-fidelity wireframes, visual design, then UI fixes and improvements.
  • Test, 2 days: a usability test.
Design framework and timeline: design thinking over six weeks, April 25 to June 3, 2022, with each phase and its tasks on a timeline
six weeks, five phases

After the research, I used what I'd learned to wireframe every page before any visual design.

Desktop wireframes: home, team, roadmap, roadmap detail, gallery with filters and a god's detail pop-up
wireframes, desktop

Research

I studied four projects known for their galleries, Azuki, Just Ape, Okay Bears and Karafuru, to see how each gives people an immersive, organised space to explore a large collection of artwork.

Then two personas, one for each reason someone comes to Bulan:

  • Maya Thompson, 28, art enthusiast and educator, New York: "I wish there was a platform that simplifies research on African mythology for me." She struggles to find accurate cultural information and authentic depictions, and wants interactive, immersive material for her students.
  • Alex Patel, 32, digital art collector, Denver: looks for stunning artwork that embraces diverse cultures and offers real cultural insight, not just a basic description, and wants to connect with other collectors and artists.

Information architecture

Two scenarios shaped the flows, one for each persona, and the site map keeps every page a step or two from home.

I want to read about the African god called Chukwu

  1. Home page
  2. Gallery
  3. Search for “Chukwu”
  4. Read the deity's lore

I've always liked Anubis and want to own it

  1. Home page
  2. Gallery
  3. Search for “Anubis”
  4. Buy from the Buy menu
Site map: home branches to Decree, Gallery, Team, FAQ, Buy and More, with the gallery's filter and 111 deities under it
site map

Solution

Four pages and every state between them, designed for desktop, tablet and mobile.

Home:

The home page is the god and the name, nothing else: the BULAN wordmark carved across one of the gods, and a single card pointing to the Bulan Tools.
Bulan home on desktop: a horned god with a glowing ring of fire behind the BULAN wordmark, the menu and a Bulan Tools card
the god and the name

Decree:

The about page, written in the gods' own voice: "The gods of Bulan will speak now. It is not a roadmap or a mission, it is a decree." It tells the beginning, the story of Bulan's domains and the plan.
Decree on desktop: a god with burning eyes walking out of a red gateway, above the title Decree and its opening line
not a roadmap, a decree

Team:

Each member of the team is drawn as one of the gods, with their role and a link to their profile.
Meet the Team on desktop: team members shown as gods in cards, each with a name and role
the team, as gods

Every state:

A gallery of 111 images has to load, so the design covers what people see while it does: a skeleton in the shape of the page, a clear connection error with a way to retry, and a 404 that sends people back home.
Loading skeleton: grey blocks in the shape of the gallery page
loading
Connection error: the Bulan mark over a dimmed gallery with a message and a retry button
connection error
404 page: a large 404 in Bulan's style, a short message and a button back home
page not found

Visual system

Two main colours, a deep red and a near-black grey, each with a ten-step scale. For type, Satoshi, chosen for its range and its generous x-height, which keeps long stories easy to read. The components cover four kinds of button in every state, the team card and the god's pop-up card.

Colours: a main red and a near-black grey, each with shades from 10 to 100
colours
Typography: the Satoshi typeface in Black, Bold, Medium and Regular
type
Components: button sizes of 48 and 56 pixels, then primary, secondary and tertiary buttons in active, hover and inactive states
components