The Challenge
Design an experience and an app to incentivize people to attend events and ensure certain things were completed before they accrued the rewards.
Summary
The unique challenge posed by this product was that the user experience reached beyond the screen to the actual events. Working on this in-person experience was interesting to tackle as an integrated part of the product’s design. It was crucial to attend events and see how users experienced the results outside of the app and how they relied on the app throughout that process. In addition to standard user research, being on the ground and speaking with users at events shed a great deal of light on the things they liked, wanted, and of course, the issues they faced. Ultimately this informed many of the design decisions we made for clarity within the app.
Results
Clearer user experience resulted in significantly less confusion in the product’s usage and at the actual events.
Industries
Entertainment, Rewards, Live Events, Social Media, Lifestyle
Entertainment, Rewards, Live Events, Social Media, Lifestyle
Roles
Head of UX Design, Product Design, UX/UI
Head of UX Design, Product Design, UX/UI
Services
UX Design, Mobile UX Design, Product Design, Digital Product Design, App Design, iOS App Design, UX Flows, Wireframing, Annotated Wireframes, Prototyping, InVision, Communication Design, User Research, User Testing, User Experience (UX), Design
UX Design, Mobile UX Design, Product Design, Digital Product Design, App Design, iOS App Design, UX Flows, Wireframing, Annotated Wireframes, Prototyping, InVision, Communication Design, User Research, User Testing, User Experience (UX), Design
Initial Sketches, Screens & Flows
Started with paper and pencil and write down the goals and objectives of the app. Then broke those down into flows and their subsequent screens. This is the first round that the team gave feedback on and from which we began to iterate.
Onboarding Wireframes
These are lower fidelity wireframes that we utilized to create the flow for onboarding users including alternative flows and error states. These were used to get feedback and test the flow, then iterated upon to create higher fidelity mockups.
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Event Casting User Flow & Journey
The stages and requirements for an event. These mockups were used to create prototypes in InVision and test the flow and interaction, where the team was able to give feedback and we were able to do some quick testing with users on the spot.
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Menu & Profile Navigation
A simple navigation system for the app. These also delineate the flow and drill down screens for each element of the profile.
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Dashboard & Profile Screens
The dashboard organized a user’s events: those they were invited to, those they had been approved for, and those they had completed. We broke this down into initial stages as the prior back-end was convoluted and we needed to distill it into steps for the users. This was to be fine-tuned in the next iteration to make it more intuitive.
The profile showcased the benefits the user had accumulated from using the app, in addition to standard profile management, photos, payments, and so on.
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Event Progress Screens
A few of the stages for attending an event. Walking the users through each step of the way clearly.
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Real World Experiences
Working on real life experiences for users simultaneously with the digital app experience was a great and interesting design challenge. It was wonderful to conduct in person event user research and testing, which ultimately led to more usable and enjoyable app and in person experiences.
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