
Book Publisher - Mobile App
Role: UX Designer and Researcher
Duration: 3 months
The concept of the app, the logo and all the designs are mine.
This project has been initiated as a part of the Google UX Design course.
Scroll down to walk with me through my design process and approach

This section explores conceptual thinking and reflects on inspiration for the design.
This section explores my research methodology and approach for this project. It also includes a journey map and my thinking behind using it.

1) Findability of delivery information
Users mentioned being blindsided by delivery fees up to the last step in the checkout process.
Overall it is hard to estimate the delivery cost ahead of time as often the site estimate list them based not only on location but on the weight of the items.
2) Searching and exploring niche titles is a frustrating experience
One of the main motivations for the users ordering books directly from the publisher is access to niche titles which they might not be able to find anywhere else. When the app and web experiences limit their ability to do so, they get frustrated and often abandon the process altogether.
3) Complex and confusing checkout process
Users mentioned that often they have to create an account and go through a number of steps to make a purchase.
In this section you will find a user persona and my approach to integrating research findings into a problem statement to come up with clear project objectives.

"Impact" in my problem statement is an addition of my own to the common Problem Statement template used in Experience Design. It helps to connect user needs and problems to the business objectives and therefore impact.
In my approach to design and research, I always keep in mind all of the three vital components:
- User needs (desirability)
- Technical feasibility
- Business objectives (viability)
I know how easy it is to get lost in either of those, especially when you are very immersed in your own speciality, whether that means being a developer, designer or business stakeholder. Finding the intersection of these three but also communicating it to others is something I do in my day-to-day role as an Experience Designer.
Problem Statement
For this project, I have integrated insights from the research and used the persona to create a user-centric point of view (which often is a great reminder during the design process that I am in fact designing for a real user and person!)
Everything from paper wireframes to first iterations and my thinking process behind design decisions.
A little bit about my secret love of Splash Screens…
You only get one chance to make the first impression, and I really believe in the power of first impressions. Splash screens while less complex and (arguably) important parts of the user flow in an application, they can bring immense delight.
Being physically removed from the user, splash screen can help make that dramatic entrance digitally.
Or perhaps less dramatic, depending on your brand personality of course.
This section is about my process of creating an element of delight with limited resources.
This section explores my journey in high fidelity, changes post user testing and final design decisions.
“I love how bright it is, and the whole concept of Bright Minds that is reflected in the bright elements in the design. Yet it is not too overwhelming! It makes for a very nice experience just browsing through the app.”
This project allowed me to go deeper and explore conceptual thinking in design and its relation to branding.
I also got to experience the immense value of multiple iterations and user testing. My designs have changed and evolved tremendously since the first iteration.
Overall completing this course, I've learned a great amount of nuance that goes into design from Gestalt principles to accessibility considerations.