Client /SHIFTA
Type of project /UX
Date /2020
THE PROJECT
This project was carried out within the framework of my final project in the Master Degree of User Experience @SHIFTA (Elisava University, BCN).
the challenge
The main challenge of this project was creating a holistic digital transformation of the current customer experience in a family sport club bussines, but without losing its identity and spirit as a local place.
my role
UX/UI designer in charge of the complete design flow.
DELIVERABLES & METHODOLOGIES
The methodology thhat has been used was DESIGN THINKING. For each stage we obtain different deliverables:
Let's take
a look ;)
discovery
The focus of this stage was knowing our client and their users. Through several interviews with the main stakeholder (owner of the place) and visits to the club, I could understand the client's goals and the current difficulties. With all that information and research, the brief was created to kick off the project.
To understand the user's needs interviews were run not only with regular clients, but also with coaches and parents of the kids that attend to the school.
client
audience
define
Once all the information from stage 1 was compiled, deeper analysis was done on ESTOA's customer experience throught out 3 important documents: user persona, user journey maps and lean canvas.
Conclusive facts were reached: insights, needs and problems, together with as improvement points and opportunities.
user journey map
user persona
lean canvas
IDEATION
What was the main problem? What facts and challenges does this project entail?
How could we improve customer experience?
With clear goals defined, a brainstoming process to find the better solution was activated. The MVP was drafted to set a reasonable and achiavable project: ESTOA App. A mobile aplication that would allow the user to check in for classes, make payments, book the medical examination, etc. In a few words: have the complete control of their memberships.
And as a UNIQUE VALUE PROPOSAL:
Move from the current analog experience of the ESTOA USERS, to a purely digital one that improves the customer journey and provides greater benefits.
IMPLEMENTATION
In the final stage the foundations of the information architecture and the entire flow map of the app were laid.
To conclude the project: wireframes, mockups ups and interactive prototype in high-fidelity were created.
flow map
information architecture
Wireframes
interactive prototype & mock ups
© Violeta Pagola 2020