E-san expo, UX/UI case study cover
E-san expo, UX/UI case study cover
E-san expo, UX/UI case study cover

E-san expo, UX/UI case study

UX research, UI design

Duration

1 Week

*if image appear small please reload this site, Thank you.*

E-san expo, UX/UI case study

UX research, UI design

Duration

1 Week

*if image appear small please reload this site, Thank you.*

E-san expo, UX/UI case study

UX research, UI design

Duration

1 Week

*if image appear small please reload this site, Thank you.*

Project Overview

I have opportunities to do a workshop in the UX Designer community to demonstrate my skill set by creating a case study from the challenge. The E-san web app case study was created to solve the problem of preventing the wasting of brochure paper when the expo is made. And give a better experience to get information about the expo.

Problem

Users don't prefer brochures with overwhelming information and small text that is hard to read.

Solution

Turn brochures into web applications that users don't need to download because events are temporary so users don't have to waste time downloading.

Design Process Framework

UX design thinking process Double Diamond

Discover

Designers can study and research problems with the use of brochures with problems of 3 main groups of disadvantages that can be solved.

  1. Baby boomer

  2. Gen X

  3. Gen Y

Problems that Baby Boomer encountered in using for brochure

  • Small letters and blurry images.

  • The information is too crowded and is not readable.

Problems that Gen X encountered in using brochures

  • The design is too flashy. Gen X prefers simple brochures.

  • Content that is too long They like brochures that are relevant.

Problems that Gen Y encountered in using brochures

  • There are too many jargon words inside brochures

Define

The designer uses previous information to design a solution. in the form of Product Requirements

  1. Design the UI should be minimalist

  2. Readability information

  3. There are features for personalization.

  4. Intuitive navigation

User persona designer from analyzing various data as follows

User journey map designers from analyzing various data as follows

Develop

The designer has brought all the information available to the design.

  1. User Flow

  2. Wireframe

  3. Prototype

User flow

Wireframe

The pattern UI design has taken the reference from the app that the user is familiar with. The designer took "Grab application" received from the user persona as a reference

Design system

Prototype

Project Overview

I have opportunities to do a workshop in the UX Designer community to demonstrate my skill set by creating a case study from the challenge. The E-san web app case study was created to solve the problem of preventing the wasting of brochure paper when the expo is made. And give a better experience to get information about the expo.

Problem

Users don't prefer brochures with overwhelming information and small text that is hard to read.

Solution

Turn brochures into web applications that users don't need to download because events are temporary so users don't have to waste time downloading.

Design Process Framework

UX design thinking process Double Diamond

Discover

Designers can study and research problems with the use of brochures with problems of 3 main groups of disadvantages that can be solved.

  1. Baby boomer

  2. Gen X

  3. Gen Y

Problems that Baby Boomer encountered in using for brochure

  • Small letters and blurry images.

  • The information is too crowded and is not readable.

Problems that Gen X encountered in using brochures

  • The design is too flashy. Gen X prefers simple brochures.

  • Content that is too long They like brochures that are relevant.

Problems that Gen Y encountered in using brochures

  • There are too many jargon words inside brochures

Define

The designer uses previous information to design a solution. in the form of Product Requirements

  1. Design the UI should be minimalist

  2. Readability information

  3. There are features for personalization.

  4. Intuitive navigation

User persona designer from analyzing various data as follows

User journey map designers from analyzing various data as follows

Develop

The designer has brought all the information available to the design.

  1. User Flow

  2. Wireframe

  3. Prototype

User flow

Wireframe

The pattern UI design has taken the reference from the app that the user is familiar with. The designer took "Grab application" received from the user persona as a reference

Design system

Prototype

Project Overview

I have opportunities to do a workshop in the UX Designer community to demonstrate my skill set by creating a case study from the challenge. The E-san web app case study was created to solve the problem of preventing the wasting of brochure paper when the expo is made. And give a better experience to get information about the expo.

Problem

Users don't prefer brochures with overwhelming information and small text that is hard to read.

Solution

Turn brochures into web applications that users don't need to download because events are temporary so users don't have to waste time downloading.

Design Process Framework

UX design thinking process Double Diamond

Discover

Designers can study and research problems with the use of brochures with problems of 3 main groups of disadvantages that can be solved.

  1. Baby boomer

  2. Gen X

  3. Gen Y

Problems that Baby Boomer encountered in using for brochure

  • Small letters and blurry images.

  • The information is too crowded and is not readable.

Problems that Gen X encountered in using brochures

  • The design is too flashy. Gen X prefers simple brochures.

  • Content that is too long They like brochures that are relevant.

Problems that Gen Y encountered in using brochures

  • There are too many jargon words inside brochures

Define

The designer uses previous information to design a solution. in the form of Product Requirements

  1. Design the UI should be minimalist

  2. Readability information

  3. There are features for personalization.

  4. Intuitive navigation

User persona designer from analyzing various data as follows

User journey map designers from analyzing various data as follows

Develop

The designer has brought all the information available to the design.

  1. User Flow

  2. Wireframe

  3. Prototype

User flow

Wireframe

The pattern UI design has taken the reference from the app that the user is familiar with. The designer took "Grab application" received from the user persona as a reference

Design system

Prototype

Table of contents

Table of contents

Look interesting? Let's chat!

peeradonte@gmail.com

Look interesting? Let's chat!

peeradonte@gmail.com

Look interesting? Let's chat!

peeradonte@gmail.com