Thrillogy

We wanted to create an easily accessible event app. Our app allows users to be notified of current, local events such as community events, concerts, sports events, fairs, markets, and more. Within the app, users will be able to RSVP and purchase tickets to events aligning with their interests, as well as connect with their friends to attend these activities together.


About The Project

I conducted extensive user research to identify the needs and preferences of event-goers. Following this, I applied my findings to the iterative development of Thrillogy, focusing on user testing to refine the app's usability and ensure intuitive navigation.

Duration: 3 months

My role: UX Designer

Research methods: Information architecture, wireframes, prototyping.

Tools: Adobe XD, Google Docs


Table of Contents

Our Team

User Profiles

Stakeholders

Survey Questions and Results

Interaction Analysis

Information Architecture

Navigation Structure

Prototype: Low Fidelity (Paper)

Hi-Fi Prototype

User Test & Evaluation


Our Team


User Profiles

Primary Users

Young Adults

  • Age range: 18-22

  • Education: High School and College, or no education 

  • Occupation: Anything

  • Income: None - Moderate

  • Technology Used: Mobile Phones, Laptops, Tablet

  • Technology proficiency: Able to use a mobile app

Adults 

  • Age range: 23-65

  • Education: College, working force, or no education 

  • Occupation: Anything

  • Income: None - Moderate

  • Technology Used: Mobile Phones, Laptops, Tablet

  • Technology proficiency: Able to use a mobile app

Seniors

  • Age range: 65+

  • Education: No education is required

  • Occupation: Anything

  • Income: None - Moderate

  • Technology Used: Mobile Phones, Laptops, Tablet

  • Technology proficiency: Able to use a mobile app

Secondary Users

Business Owners

  • Age range: 18+

  • Education: College

  • Occupation: Business owner

  • Income: Moderate

  • Technology Used: Mobile Phones, Laptops, Tablet

  • Technology proficiency: Able to use a mobile app

Entertainers 

  • Age range: 18+

  • Education: College

  • Occupation: Singers, Musicians, Artist, Dancer

  • Income: None - Moderate

  • Technology Used: Mobile Phones, Laptops, Tablet

  • Technology proficiency: Able to use a mobile app


Stakeholders

Investors

  • Funding the app to lead to app success. 

  • Get profit back depending on how well the app does.

    They are giving us funds.

Entertainers

  • They are gaining popularity and attracting customers. 

  • Get a profit off of users buying tickets.

  • They are creating events that people are able to attend. 

  • They are posting their events which brings in customers.

Business Owners

  • They are gaining popularity and attracting customers to help support their business.

  • They are creating events that people are able to attend. 

  • Their business is creating local events for the community.

Social Platform Partners

  • Increases engagement on both applications.

  • They are helping to increase promotions by having the ability to use a different social platform.

Developers

  • They are creating a user-friendly interface that includes all the wants and needs of the primary and secondary users.

  • Help in the development of the app. This includes the overall design and coding of the app.

Customers

  • Using a user-friendly interface that meets their wants and needs of their interests.

  • They are using the platform and providing income for the app.


Survey Questions and Results


Interaction Analysis


Information Architecture


Navigation Structure


Prototype: Low Fidelity (Paper)


User Test & Evaluation

Final Think Aloud Protocol:

https://www.youtube.com/watch?v=Ss0Mrn07m7s

Error: The button for ticket purchasing is not properly displayed on the screen.

Post-Experience Survey:

We learned, from the protocol and survey, that users found the application easy to navigate and easily understood the different steps necessary to complete certain goals within the app. The only error that users had was certain buttons not properly displaying, but we were able to repair this in our final prototype.

Testing Constraints:

During testing, we realized that a constraint to our prototype user testing was the limited amount of features we had incorporated within our prototype. Due to the simplicity of the prototype, the user was limited to features they could test, possibly altering the experience a long-term user would have on a fully developed version of the app.

What we learned from our end users…

Things they liked:

  • Layout

  • Design

  • Navigation

Suggestions given:

  • Add a price comparison feature for events

  • Make logging in possible through Face ID

What we learned about the usability of our design…

   The importance of all buttons being properly placed where users naturally expect them. This includes navigation buttons, labels, and icons.

What surprised us…

Users pointed out that their favorite features included the ability to utilize Google and Facebook to log into their accounts. Others said their favorite feature was the ability to customize their profile. It was surprising to see how these simple features were the ones users appreciated most.

How we would change our design to account for user needs…

The task analysis and survey taught us that users appreciate most the small details we have included in our design. As we continue to develop Thrillogy, we will focus more on these small details and add the suggestions provided by users. This will better meet the needs of the user, making them more likely to select our platform over others.