UX Research and UI Design

Let's rock.
Voodoo Fest brings together music, art, community, cuisine, and all the mystery and adventure that can be encountered during halloween weekend in New Orleans. My team and I had the priveledge of creating a mobile app experience for this awesome event.
The Challenges.
A mobile app for a music festival has to contain certain things to be useful and valuable to users at festivals but It should also speak to the culture and the music-goers. We wanted to be sure we weren't just hitting all the marks, but also adding features that created the perfect experience instead of just distractions on your phone.
The Research.
We interviewed 12 people who attend festivals regularly, some of which had attended Voodoo before. We asked about their experiences using mobile apps, and how their day usually plays out at a festival to understand some, preferences, frustrations, and confusions they might have.


We also decided to incorporate a feature ranking system into our interviews to better understand our users and what features they would prefer the app to have. By incorporating competitive and comparative analysis into this research we were able to avoid 'feature-itis' and simply give our users what is needed and wanted without all the clutter.
Defining our user's problems.
1. Festival-goers need a better way to navigate through Voodoo Experience because they find the map confusing, hard to understand, and unable to locate restrooms, stages, festival attractions and food/drink vendors.




2. Festival-goers need a better way to locate their friends when they are separated at Voodoo because it gets very crowded, and they don’t have an easy way to find them again.


3. Festivalgoers need a better way to plan their day since Voodoo Experience features 100+ bands over 3 days and 5 stages. It's easy to forget what band is playing where and on which day.
Synthesizing data and Visualizing personas.
Discovering our users preferences helped us to narrow down what features the app really needed to contain. After spending some time synthesizing our interviews, we created 3 personas with 3 different objectives that covered the gambit of what users need from this app based on the research.
Iterating and developing high-fidelity.
Once our users were able to accomplish certain tasks without frustration we moved on to develope a high-fidelity prototype. For me, the project was a great learning experience. I hope to continue this project alongside a development team to complete the back end of things like the map functionality, and creating a custom schedule.
Unfortunately, this walkthrough is unavailable on mobile.