OVERVIEW

Voltio is a project that arises from teamwork developed in the Ux/Ui Design Bootcamp of UXER SCHOOL. Voltio is the result of an exhaustive Design Thinking process. From the empathy phase to the final prototyping and its corresponding user test.

ROLE

-Product Designer
-Product Strategy
-UX Research
-InteractionVisual Design
-Prototyping and Testing

BRIEFING

With the aim of experiencing the entire process of creating a digital product. We think about improving the lives of the people who are going to use our proposal without losing focus on business objectives. Our project should have a high component of innovation. Through a process of divergence and convergence, we explore different themes with the aim of obtaining as many ideas as possible that are individually interesting to us. We grouped them together and then assessed which of those had the most potential. The objective was to identify those ideas that seemed most attractive to us. At this point, it was important to have background information in order to face the challenge. After diverging, converging and iterating, we decided to focus on the theme of sports, since today it is booming. We saw the importance of the need to access a wide range of sports with the possible choice of various activities.

WORKFLOW

The following steps were operational aspects of our work activity: how the tasks were structured, how they were carried out, what was their correlative order, how they were synchronized, how the information flowed and how the fulfillment of the tasks was followed up. The work was divided into 6 different themes, which we carried out step by step and carried out with care and precision.

01 RESEARCH

With our idea defined and focused on an objective, we began a generative research process to create new ideas around our context of use and explore new territories for the design of the solution. As well as an evaluative research in parallel to obtain from future users the problems they encounter. We needed to discover what the needs and motivations of our users are. We carried out 6 interviews and 100 surveys with potential users. The objective was to obtain information on their motivations, uses and experiences in relation to our context of use "search for a sports activity and reserve that activity according to your needs". the data and these were the main problems and motivations that we found in our users when looking for a sport. From there we got the insights and the pains.

Given the different types of users that we find, we created a user persona with the aim of helping us to represent the different types of users that can use our product.

After the process of analysis of the data obtained in the interviews. We started to converge on tangible solutions and hypotheses. For this we needed to know the key stages of user interaction and identify and define each of the stages according to the criteria we wanted to analyze. For this reason, to start working on solutions, we developed a Customer Journey for our user.

02 VALUE PROPOSAL (IDEATION)

Through the Customer Journey we detected the main problems and motivations of the user. And we went on to define our challenge: "How could we instill sport in people who practice it sporadically, encouraging their commitment?" From this point on, we began a process of divergence to find possible solutions to our challenge. After a process in which we applied Crazy 8, Art museum and Speed ​​critique. Finally, we define our value proposition as follows: For sports fans who want to practice more than one activity, we have created VOLTIO, a solution that brings them closer to a great sports offer, without the need to pay fees, fixed monthly and with a gamification system that maintains their motivation.

03 ARCHITECTURE OF INFORMATION

To carry out the first prototype, we begin by describing the navigation flow that the user must follow within our app to carry out his task successfully.









04 WIREFRAMES

And finally we start to design the wireframing of our app. From low resolution prototypes to high resolution prototypes.

05 INTERFACE DESIGN

The interface design applied in the prototype is shown below.













































06 PROTOTYPE

Access Figma to visualize the project.

CONCLUSIONS

It has been a real pleasure to be able to develop a project so related to social issues, despite the difficulties and the constant iteration throughout the process, we managed to get a first step to solve the main search that our user had. Working on this project has been a Both a practical and creative way of really understanding that the true protagonist of our work is, ultimately, the user: the person for whom we designed our product. From this external perspective, by going beyond our own experience and particular knowledge, we create solutions that cover specific needs instead of creating new needs.