Funravl
The theme park and vacation enhancement app.
Project Type:
Mobile Application |
Time Span:
February - April 2020 |
Role:
Team Lead / Interaction Designer |
Going on vacation has continued to get more and more expensive, and we're often too busy (or strapped for cash) to get out of the house and have an adventure. But what if your next vacation was right around the corner and affordable? By using Goal-Directed Design, my teammates and I wanted to bring that possibility to the users.
Welcome to Funravl. |
We interviewed six people to gauge their attitudes towards theme parks, attractions and vacationing as a whole. Our questions were qualitative, asking the interview subjects questions about their best and worst theme park experiences, if they participated in other activities while on vacation, and when they liked to go on vacation. From there, we were able to accumulate some interesting findings.
It was no surprise that time and money were the biggest factor in deciding when and where to go on vacation. |
an affinity map, derived from user answers. click to enlarge!
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We made good progress in getting our research together and creating our personas, so our next task was to address the features our users would need in order to successfully use Funravl.
Some of the features we deemed necessary included:
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In order to accurately map out how our app would work, we needed to start the process by creating prototypes. We started off working on sheets of index-card paper to get a brief idea of the flow the app would work. The goal in prototype creation is to create a representation of your product, but in a quick way that's easy to edit and build on top of.
Low fidelity prototypes are typically made from paper and allow the design team to rapidly implement changes on the fly. The four of us got together and created our own version of the app's home screen and overview. From there, we moved into Figma to create a uniform wireframe that we collaborated on together (as opposed to individually). We wanted to progress further into a medium fidelity prototype before we felt comfortable in conducting user testing. |
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The COVID-19 outbreak was the largest obstacle in the progression of the project. Social distancing measures made it impossible to meet in person and the awkward schedules we had as a team resulted in slower communication (even when we used messenger apps like Discord and GroupMe!).
However, we remained resilient and adapted to the challenges presented by us and were able to introduce the much needed features we had missed in previous iterations of the prototype.
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The improved Six Flags attraction page!
(click on the thumbnail to enlarge it) |