CASE STUDY (EVENT DUCK)
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1 CASE STUDY (EVENT DUCK)
2 INTRO
3 W H AT I S U X? UX basically is transferring your business ideas to products/services that are engaging and usable for your users.
4 HOW DO WE MEASURE IT? Measuring marketing is by counting the number of visitors on your website or downloads of your app. UX is measured by the percentage of those who reached and converted other than reached and bounced back. which we call it user engagement.
5 CASE STUDY (EventDuck)
6 1- BRIEFING / BRAINSTORMING Event Duck is a social events platform in Australia In our kickoff meeting call with the client and in the few first calls we got a lot of questions for him to answer for example what are the events categories that will be most looked for in such a platform Then we started sketching out initial ideas on our whiteboards
7 2- USER RESEARCH & UX STRATEGY Then we need to learn a lot much more about our users. What will they use the system for? in what context? what s the primary actions they ll want to do? and a million other question. From all the interviews we re able to gather we then started sketching out the personas that we will keep our eyes on during all the design process as those are the users we re designing for. We then set a UX Strategy which is basically what s the impression we need there user to feel on his first glance and all through using the platform, for ED the strategy was: Fun/Adventurous yet a little serious
8 3- BRANDING It s very important for the UX Strategy that is based on the user research to be unified between the rest of the UX design process and also the branding and content Believe it or not a brand can play a big rule between success or failure of any product a brand is the first impression that converts users to continue using your thing or continue scrolling on the search results or app store looking for others.
9 4- INFORMATION ARCHITECTURE (IA) Information Architecture is the heart of the UX process, where we define what will be the primary features and the secondary features and the unnecessary which is a very important step, as we try to focus only on the most needed featured that we learned that user s needed in the user research phase. We right down all the user rules the screens and the items/actions in each screen
10 4- INFORMATION ARCHITECTURE (IA) Then we diagram the whole thing to make sure no gaps and that the user flow is smooth and logical
11 5- INTERACTION DESIGN (WEB WIREFAMING) We now can start wirefaming each of the screens decided in the IA phase. We started with the web platform wire framing Wire framing the screens to be simple yet usable and functional is the tricky part here
12 6- VISUAL/UI DESIGN(WEB) Then we handover the wireframes to UI Designers to work there magic UI Design that reflects our strategy and brand is the key here having in mind the personas it s important to use Typography, Spaces & Colors wisely keeping it clean and simple
13 7- INTERACTION DESIGN (MOBILE WIREFAMING) In parallel with the UI Design of the web wireframes we started designing the mobile wireframes The mobile version is basically a simplified version of the web one we keep just the very important features that will be most likely needs to be accessed on the go
14 8- VISUAL/UI DESIGN(MOBILE) As for the Mobile UI the fact that it s most probably used on the go is our main concern, the type and CTA s must be really clear as a user has no much effort/ time to spend while on the move and most probably is already distracted a lot but all of what s happening around him.
15 9- HTML/CSS We like to take it further and code our own web pages HTML/CSS to make sure it s well coded. Many of the efforts maybe lost if at the end the web pages are poorly coded which gives an immediate image of a poor brand/ product
16 Tools Used
17 THANKS SIMPLEIA.COM
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