Project for an association preparing a music movie festival with a limited budget. The website will help the user to discover, organize their visit and get practical information during the festival.
I learned why competitors are successful and how they could improve through competitive audit, which also inspires my designs. Check out the complete competitive audit report:
In order to gain useful data, I conducted secondary research based on existing online resources such as open data given by the federal statistical office and competitor research. Next, I carried out primary research, including an email survey and interviews with users.
The user research information, including both surveys and interviews, is compiled in an empathy map container. (Amazing sticky note pictures are available on request.)
Following that, the same group of stickers is classified into groups in a mapping activity.
Using this method helps me prepare feedback and material for ideation such as personas and a user journey map.
Sketching is essential to my thought process as it helps me conceptualize my abstract ideas quickly in crazy eight sessions, for instance.
I also love to create storyboards to visualize the use of my designs if the context of use is essential.
To generate a sitemap based on user needs, I prepared cards based on the competition website's content and the interviews' comments. Then, I organized them depending on what felt useful for the personas and discarded what felt not for them.
I started by sketching as it was quicker to iterate on tracing paper. For the home screen, I decided to address the user's core pain points and needs by starting with a hero image that gives them a direct interest in the event and its essential information. Then, quickly summarise what they can expect as services of the websites (ex. Program, ticketing, adaptation to 2 user types) and carefully placed CTA.
I conducted three rounds of usability studies. Findings from the first study helped guide the designs from wireframes to mockups. The second study used a high-fidelity prototype and revealed what aspects of the mockups needed refining. The last study used a high-fidelity prototype and a video to define clearly the last changes needed for a good AR experience. The research plan and the KPIs are available on request.
I conducted two rounds of usability studies. Findings from the first study helped guide the designs from wireframes to mockups. The second study used a high-fidelity prototype and revealed what aspects of the mockups needed refining. The research plan and the KPIs are available on request.
I conducted two rounds of usability studies. Findings from the first study helped guide the designs from wireframes to mockups. The second study used a high-fidelity prototype and revealed what aspects of the mockups needed refining. The research plan and the KPIs are available on request.
Through the interview, different themes were frequent and on that basis, I chose colors, illustration styles and fonts to develop the high fidelity prototype. The images were also chosen based on the experience users will have on the site with the view on the lake and the nature around.
I learned a lot about adopting a design to different device sizes, which also need thinking about the developer's work later. I also observed that even a slight design change could significantly impact the user experience, such as deleting an unnecessary step or the color of a button.
It was also challenging to learn and design on Adobe XD on an entirely new project. However, it additionally helped to think through alternative approaches when prototyping on Figma.
I learned how to design an AR app as it implies safety and spatial awareness of the context. It also meant learning different prototype technics such as Wizard of prototyping and videos to test the AR experience.
Finally, to create a great AR user experience, planning and thinking of the experience as a movie with precise timings is essential.
The obvious question was at first sight: "how to make art galleries more interesting?" after a few interviews, it became clear that the actual problem was: " how can we find art galleries?".
While designing the Lausart app, I learned a lot about art galleries and the general biases we can have about art.