UI/UX, BRANDING

UI/UX, BRANDING

Seat

Team

Team

Anna Bacani, Caitlin Lewis, Mirabelle Wang,
Livia Widjaja

Deliverables

Deliverables
Research, Mobile Prototype, Video

Research, Mobile Prototype, Video

Role
Role
Research, Conceptualizing, UI/UX, Prototyping, User Testing/Interviews, Style Guide, Layout, Visual Design

Research, Conceptualizing, UI/UX, Prototyping, User Testing/Interviews,
Style Guide, Layout, Visual Design

Tools Used

Tools Used

Sketch, InVision, Illustrator, InDesign, After Effects

Sketch, Invision, Illustrator, InDesign,
After Effects

Year
Year

January – April 2018

January – April 2018

AN OVERVIEW

A mobile app designed to help young professionals and/or students find workspaces in a public setting or environment, in addition to booking a workspace in advance. 

THE PROBLEM

Different people work in different environments and under different ambiences, however it is defeating to walk into a workspace such as a café seeing and knowing that all the tables are occupied. This simply just wastes people's time as they try to find a place instead of being productive and do work.

THE CHALLENGE

How might we aid young professionals and students find the best suited workspace to increase and maintain their productivity?

THE SOLUTION

A streamlined iOS mobile application designed focusing on two key features including a live workspace activity that provides the user with reliability and assurance when choosing a location to work at.    

solution-isometric
INITIAL RESEARCH

The first step into developing this app is conducting primary and secondary resesarch through user interviews and on-site observations to better understand the problem, and find out the different ways and environment of how and where an individual study/work. From here, the team brainstormed to create the PACT Analysis, and further developed an understanding for the target users by creating user personas. By knowing the type of users this app is designed for, a list of features — also known as sytem requirements — are generated by using the MoSCoW method (Must have, Should have, Could have, Would have).

More of our research can be found in the links below: 
PACT ANALYSIS ⟶
USER INTERVIEW PLAN ⟶
SYSTEM REQUIREMENTS ⟶ 
MOBILE APP STRUCTURE ⟶

Talks about how this focuses on the user experience of the the mobile application. First determining the target audience, to the flow and key features of this application.

USER PERSONAS

Creating four different personas helps the team understand the different needs of potential users that would interact with this mobile application. 

VIEW FULL PERSONAS ⟶
KEY APP FEATURES

Based on the system requirements created using the MoSCoW method, 3 main features make up the functionality of the app: search, filters and bookings & favourites.

There are three main features that this simple photo editing app focuses on, two of which are most unique to this app: the pre-determined set of colouring-correcting filters and the tagging feature.

VISUAL STYLE

Due to the category of this mobile application, the team collectively had a predetermined idea of adopting a minimal and clean visual style. However, conducting visual research and creating a moodboard of four different themes, aided our team to firmly decide on the visual direction of app. The moodboards of different themes benefitted the group as inspiration when it came to designing elements, illustration, layout, and experience.

VISUAL RESEARCH ⟶
VIEW FULL STYLE GUIDE ⟶
INTERFACE DESIGN ITERATIONS

The mobile app interface went through many revisions from the initial design to the final. Below shows the development of the user interface from the initial to the final design of the mobile app, where revisions are made as the team received feedback from members, peers and user testing sessions. These iterations shown below are of the dashboard, list & details of booking history, etc., and booking a seat.

 
USER TESTING & FEEDBACK

The team got the chance to conduct several user testing sessions with the help of participants for the development and refinement of Seat. This step is a crucial step during the app development because it helped the team to learn how the participants interacted with the app. In addition to the participants understood the visual content and familiarity of the design through observation, analysis, and oral feedback.

VIEW USER TESTING REPORT ⟶
THE PROTOTYPE

The final prototype outlines the list of scenarios and tasks determined to test out the main features of the mobile application. Solely focusing on the main features allowed a more streamlined development for the needs of the user, as these features make up the core of the application.

View the prototype and give the scenarios a try!
USER SCENARIOS ⟶
THE PROTOTYPE ⟶
On-Boarding
FEATURE VIDEO
REFLECTION

Through the many iterations that the interface design, and the user flow of the app, going forth it would be beneficial to continue and complete other features that the team might have missed. In addition to getting the opportunity to conduct more user testing sessions with a variety of people within the determined target audience, and conducting user tests under different environmental conditions. Since our user testing was conducted in a studio with adjusted, bright lighting, it would be beneficial to test the app outdoors on a sunny/cloudy day or in an environment with a dimmer lighting. I personally think this is a great app where I can see many people using. So, it would be great if we could have this developed as a real app found in the app store. 

This project would be one of my most accomplished works so far, because I got the chance to develop an app with a team of designers, conduct user testing & interviews and tasted the experience of a mobile application development. From research, to documentation, consent forms, interview plans, conducting the interview, reaching out to potential participants for user testing sessions, empathetic thinking to create a user experience, executing visual interface designs, and continously giving and receiving feedback from team members to produce a functioning mobile prototype. I felt that overall this experience is rewarding as I learned a lot, not only from a design standpoint, but gave me a chance to reflect on the definition of team work. How working with a team of different personalities and strengths is both a challenge and reward, finding a middle ground and compromise with one another to create a product that all can be proud of. 


Other Works

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Caryl Baker VisageBranding, Marketing

SubmergdInteraction Design

SeatUI/UX Design

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©Livia Widjaja, 2018

Say hello!

lwdjdesigns@gmail.com

Where you can find me
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