15 Days to Make:
Art Checklist for ACNH

A UX case study exploring how I created my art checklist. If you want to see it in action, click here!

Gaming UI/UX Front-End Dev
Game screenshot of two shop characters smiling at the player
This is the last thing I saw before losing 1200+ hours of my life.

I think it tends to be easier said than done when it comes to developing something from scratch. We all have these sorts of “blue sky” ideas as designers, but when it comes to feasibility, it’s easy to pass the buck to engineers or tech dev.

This challenge is meant to help me get better at bridging the gap. I’ve done 24-hour design challenges before, but they’ve stayed within the safe borders of Figma and Adobe XD (throwback!). This time, I wanted to make a very basic museum checklist with cute, Animal Crossing-inspired UI and design and develop it myself.

Are you thinking, “Gee, that seems kinda random”? Yeah. You’re correct. This is a situation where I’m not doing any demographic research, which goes against my usual flow.

So... Why am I not conducting any UX research?

Person gesturing at a wall of papers connected by red string
A picture of me in action, conducting UX demo research (2025).

In this case, I am the end user and I’m developing a project for my own selfish, museum-completionist desires.

Seems niche?

Yeah, you’re right again! This actually stems from a very odd edge case that drove me absolutely wild. I do a daily walk as an excuse to play as many video games as I can in the time it takes to knock out five miles on the treadmill.

The current method of finding peace is to power-walk while playing Animal Crossing: New Horizons. It is a great game, but I'm already fearing going too into depth, as this already reads as one of those recipe pages that tells the author’s life story before telling you how to make zucchini muffins or some other thing you won’t end up eating.

If you have played ACNH and don’t require background, please skip to HERE!

completed critterpedia
From Reddit: _maddieee3 completed their critterpedia - I hope to achieve the same one day.

If you’ve never played ACNH, the gist is that you move to a deserted island and slowly turn it into a vacation paradise. The big infrastructure pieces you place are a general store, tailor’s shop, and a museum. To fill out that museum, you need every bug, fish, sea creature, fossil, and art piece in the game. To keep track of the critters, you get the Critterpedia.

Aquarium exhibit with a large fish Fossil exhibit in a game museum

Naturally, filling it out is a massive grind, but the Critterpedia makes it manageable. It’s an app on the player’s in-game phone that lets you track every bug, fish, and sea creature almost effortlessly.

Fossils are the exception: they’re always genuine, you find four on your island daily, and you rely on Blathers, the museum curator, to identify and accept them in a single flow.

The same mental load that exists in the process of growing the art collection does not exist within fossil accumulation.

Announcement screen warning about a suspicious visitor
Isabelle warns us whenever the suspicious character is visiting.
Fox merchant talking to the player on a sunny island path
The suspicious character himself, “Cousin” Redd. Probably also a nightmare at Thanksgiving.

Of course, something notable is missing: there is literally no place where the player can check their progress on the art collection, unless they sprint through the museum and manually take stock.

Game screenshot of a character looking at a large fish in a museum tank
The player caught an Ocean Sunfish, and is hilariously obscured by the sheer size of the fish. They will probably have this on their dating profile.

For bugs, fish, and sea creatures, the first time you catch something that can be donated, the text modal celebrates with a “Yes!” and marks it off. When you assess a new fossil, Blathers notes it.

No such thing exists for art — and to make it worse, art is actually much harder to fill out:

  • You have to wait around two weeks between appearances for Redd, a sly dealer who sells you art. His tugboat appears on the north beach, which early players can’t even reach without tools like the vaulting pole and ladder. Later in the game, you can visit him daily on Harv’s island if you’re willing to shell out 99,000 bells.
  • Each art piece costs 4,980 bells. That’s a lot for early-game players, or for anyone trying to pay off their debt to Tom Nook quickly.
  • You can only purchase one piece per encounter. Anything left behind just vanishes.
  • Redd can and will sell you fakes. Often. With a straight face.
  • There is a zoom action to inspect pieces, but it only goes so far. Players who are visually impaired, or who play in handheld mode, may still be at a disadvantage. Unless you’re extremely familiar with the real-world artworks, you’re likely to end up with counterfeits. I’ve been scammed multiple times and I have an art degree.

The Plan

I’m going to design and develop a checklist for players to track their current art collection. The page will show comparisons between a counterfeit piece and the genuine article and surface the real artwork name. The UX will stay minimal while still borrowing some Animal Crossing charm.

The Design Process

Overview of art pieces available in the game
Nookipedia's list of NH Art - don't fall for them saying 42, one painting has 2 halves!

There are 43 pieces of art: 30 paintings and 13 statues. 17 of them have no counterfeit. Considering counterfeit art usually has one visual difference, you have about a 25% chance of picking a genuine piece when Redd visits your island; if you visit him at Harv’s, that number dips even lower.

The User Experience

The Individual Tile & iOS Inspiration

The building blocks of each tile are: a checkmark, image, title, and a “View Contrast” dropdown CTA.

The dropdown exposes differences between always-genuine pieces and those with forgeries. By only showing this for pieces that have counterfeits, I reduce unnecessary clicks and cognitive load.

Sort List Function

Seven tiles fit into a standard screen above the fold, but there are 56 tiles total. That’s eight full scroll lengths — a lot.

I added a sticky sort nav so players can quickly filter between All, Paintings, and Statues. As a solo project, I’m still deciding how far to push this, but it already makes long-list browsing more bearable.

Wireframe of the early tiles and layout
Early wireframe exploring list, tile, and detail layout.

Questions I Am Considering

Figma component library of tiles, nav, and buttons
The Figma component library I built. It borrows ACNH styling while staying clean and modular.

Should I show selections like a cart? Should I offer a quick way to scroll back to the top? Does a “sandwich nav” (top and bottom) feel helpful, or is it overkill?

These experiments helped me understand the trade-offs between keeping the UI playful and keeping it genuinely useful. The main goal is still the same: make selecting and tracking art feel seamless, not like another grind layered on top of the existing grind.

desktop view
An exploration in how a three-column desktop layout could support list, detail, and the "receipt".
evolution of styling
Taking some UI cues from ACNH, and utilizing what I have already built to translate into this UX.
Prototype Interaction Demo 1 — basic tile selection and detail view.
Prototype Interaction Demo 2 — testing the “receipt” pattern for selected pieces.

From Figma to Front-End

Mobile layout showing art list, detail card, and selected items
Early mobile-first pass translating the component library into code.
Mobile layout with artwork content populated
Populated state.
Desktop view with list on the left, detail in the center, selected list on the right
Desktop layout focusing on long-form reading and detailed comparisons.
Desktop layout displaying an artwork without description text
An instance where I forgot to populate description data - sigh.

Returning to front-end work after years in UX was humbling; I wrestled with viewport units, inconsistent image sizes, and the realities of designing for both desktop and mobile. Eventually, I prioritized a desktop-first layout for readability and accessibility, while keeping mobile support for quick reference. This did build my already massive respect for the devs I've worked with before, as most of the 15 days it took me to work on this were spent on the w3 ref page.

Outcome

Though the final product's core demo is me, I am more than sure that other players will enjoy how functional this is.

This 15-day challenge pushed me to own the full loop: focused "research", UX, UI, component thinking, and code. Even when the layout broke or an image source disappeared, it still felt worth it. And now, filling my virtual museum is just a little less chaotic.

Game screenshot of the player character being celebrated with the title 'Famous Designer'
The game may call me a “Famous Designer,” but this project reminded me how much I still enjoy being a scrappy front-end dev too.

Want to see how it worked out?

See the result!