Project duration:
Jan 2025 to Feb 2025
Project overview
The goal:
Ecommerce gaming apps aren’t really encouraging lately, because the sites tend to be difficult to navigate, and they have licensing and refund issues.
The problem:
Design the CheckPoint app for users to have the ability to purchase all their gaming needs from a simple hub, and make refunding a product uncomplicated as humanly possible.
My role:
UX designer leading the CheckPoint’s web and app design, as well as the research
Responsibilities:
Conducting interviews, paper and digital wireframing, low and high-fidelity prototyping, conducting usability studies, accounting for accessibility, iterating on designs and responsive design.
Understanding
the user
User research
Personas
Problem statements
User journey maps
User research: summary
My research began with me looking at game retailer apps, and seeing how the apps were designed and what they usually sold. Then I looked at what products users would generally need and purchase. I then conducted user interviews, which I turned into empathy maps to better understand the purchasing, licensing, and refund practices of gaming retail apps. I discovered that most apps didn’t have solid licensing and return policies, and most users preferred actual face-to-face purchasing.
User research: pain points
1
Selection
Finding events or exhibit on some museum webpages aren’t simplistic.
2
Marketing
Only a light social media presence and websites for most museums, which makes a lot of events unknown.
3
Searching
When finding an event/exhibit, most sites don’t have a filtering feature, so as to be able to centralize a specific art selection.
4
Lack of App
There are very few, if any, apps that are made for museums to procure tickets and events.
Problem statement:
Wes is a History Teacher who is looking for a good online gaming retailer to supply his needs for himself and his 2 children, because he is looking to expand his gaming to desktop, and for better deals
Creating a user journey map of the user Janice allowed me to help identify possible pain points and improvement opportunities that came from her experiences from museum searches.
Starting
the design
Paper wireframes
Digital wireframes
Low-fidelity prototype
Usability studies
To begin the process, I sketched out several paper wireframes for the home screen, carefully selecting the parts that I felt were the strongest, and culminating a final wireframe that allowed users to see events front and center.
After drawing out final designs for the paper wireframes, the move to digital was a simple process. It allowed me to see exactly what would work for a user in real time.
Making sure a calendar and visible event dates was a priority for user simplicity and accessibility
Low-fidelity prototype
Making the framework for the user flow by creating a simple navigation and non-complex layout design is how I established my low-fidelity prototype. For the app, I knew that I couldn’t focus on returns, but I could grasps the pain point of not purchasing online by highlighting sales and easy access to pricing.
Usability study: findings
After getting the lo-fi prototype fully operational, I had a few users test out the functionality and accessibility of the initial app design.
Round 1 findings
Users want a better established hierarchy
Users want navigation easier to access
Users want more user accessibility
Round 2 findings
Users want a better visual presence for the images
Users want the layout simplified and cleaned up for selection
Users want buttons to stand out more
Refining
the design
Mockups
High-fidelity prototype
Accessibility
Mockups
After taking notes and considerations from the usability study, I wanted to make the presentation more visually accessible, by making all images large and strikingly appealing. I also used color and fonts for visual aid and for hierarchy.
Before usability study
After usability study
Mockups
Most carts are very basic is design, so I wanted to make sure users could see as much detail of their purchases as possible, as well as monitoring their type of payment and shipping info.
Before usability study
After usability study
Mockups
Accessibility considerations
1
I used made the text and images prominent for any visual accessibility
2
I used landmarks for assistive tech, such as consistent navigation
3
I used colors and bold typography to establish visual hierarchy.
Going forward
Takeaways
Next steps
Takeaways
Impact:
Our target users loved the improvement within the navigation and how accessible and visible any category or game selection was. It was easy to access and easy to complete a process.
What I learned:
I learned that without detailed research, attacking the pain points established is nearly impossible. The most important takeaway for me is understanding what a user is feeling and dealing with in a design, then being open to various solutions in order to solve them.
Next steps
1
Look at how much interaction the user has with the app, and if the app is needed to interact in return, ie. push notifications for sales, etc.
2
Follow up the website with a usability study, so as to see what pain points exist.
3
Establish the process in which returns will be handled, and how to deal with licensing.