A platform that encourages sending online invitations instead of printing out leads to a decrease in paper usage and is environmentally friendly.
It is an app that helps you effortlessly send online invitation cards.
Send well-designed cards
Customize their invitation cards
Send invitations through Email or messaging apps
Add Wish list, Party Theme, and Virtual event's link to your invitation
This is a team project where I assumed the UX-UI designer role.
I worked closely with the other UX-UI designer and a developer to iterate and craft every detail of the interactions.
What I did
Led integrated qualitative and quantitative research efforts, such as user surveys, interviews, competitive analysis, and market research.
Utilized rapid prototyping to iterate and validate ideas.
Delivered use cases, user flows, lo and hi-fidelity wireframes, and interactive prototypes.
"How might we create an application that helps users to send online customized invitation cards which leads to decreasing in paper usage and is environmentally friendly?"
GOAL & IDEA
Creating an intuitive, personalized, and consistent platform
Making easy the customization of online invitation cards
Possible to send well designed ready cards
DESIGN THINKING PROCESS
We used the iterative design thinking process in our project to focus on users' needs and frustrations. Throughout the design process via a variety of research and design techniques, we involved users to create a highly usable and accessible product.
Market Research | Competitive Analysis
We started our research and empathize process by researching our competitors. We want to define gaps in the market and validate our idea. We analyzed 3 direct competitors (Evite, Hobnob, and Paperless) and one indirect competitor (Greeting Island) which we defined the SWOT chart of Evite and Paperless competitors. The competitive analysis helped us to understand how our product can stand out in the market.
The idea of sending an online invitation card app is not completely unique, which meant that a great opportunity for identifying industry patterns lay in competitive analysis.
We assessed competitors against their ability to deliver on Happique’s business goals and uncovered some effective ways of bringing these features to the user.
Identifying the Problem | Quantitative & Qualitative Research
We started our process by some early user research to validate the concept of sending online invitation cards and to identify users' needs, feelings, and pain points that could better inform the design brief. We used quantitative and qualitative research methods during ours empathize phase.
Our main research goals were to find more about:
Quantitative Research | Learning about our users through survey
We conducted an online survey with 50 users and collected the following data:
Almost 50% of users are aware of the number of papers wasted by sending online invitation cards.
50% of the users do not want to spend so much money on printing out invitation cards.
Qualitative Research | User interviews to deeply understand users' pain points
We conducted interviews individually with 4 participants which fit the target user profile. The user interviews helped us to dig a little deeper and understand users' pain points around the problem.
Participants are chosen from the ones who volunteered to be interviewed during the user survey. We tried to have 4 participants with different backgrounds and occupancy to get inclusive results.
Understanding the Problem | Data Synthesizing & Defining the Problem Statements
"Great research involves analysis + synthesis. Too often, we focus purely on analysis and the identification of facts. However, synthesis can help us to create a pattern in user research results for an excellent overview"
By Lindsay Ellerby
Users as a host need to find their invitation cards effortlessly because they do not want to waste time browsing invitation cards.
Users as guests need to access the App without creating an account because it helps them to easily do RSVPs.
User Persona | Identifying Users and Pain points
According to the research analysis and synthesis, we tried to find a common theme in our data and grouped users who personify those themes. So, we created two different personas with different needs and frustrations.
Defining | User stories to inform design decisions
To inform design decisions, we wrote user stories according to user personas' pain points.
Below are four high priority user stories:
As a host, I want to find my invitation card effortlessly, so that I can send the invitation cards without wasting time.
As a host, I want to be able to customize my own invitation card, so that I can send special invitation cards to my guests.
As a guest, I want to access the App without creating an account, so that I can easily have access to my invitations and do RSVPs.
Coming up with Ideas | Brainstorming & Idea Prioritization
We began the ideation phase by brainstorming the possible solutions for each of the problems and needs that users mentioned.
Next, we tried to group the possible solutions into subpages and give these groups labels that reflect the users' mindset. Each group and subgroups are arranged to enhance the efficiency, effectiveness, and satisfying experience of users.
Having figured out all the functionalities, we started to map out the end-to-end user experience and created the sitemap and user flows. Then we created low-Fi digital wireframes and prototypes to iterate the design based on the feedback until we find the best possible way of approaching the problem.
User Flow (Host Flow)
User Flow (Guest Flow)
Low-Fidelity Wireframe and Prototyping
After the Ideation phase, and getting feedback from users about low fidelity wireframe prototyping we had a clear understanding of what to design.
We created high-fi wireframes to dive deeper into layout details and pinpoint the specifics of navigations. After creating the high-fidelity wireframes, we move on to visual designing the user interfaces and prototyping.
Process of Sending Invitation Cards:
It is easy to Start!
Walkthrough pages demonstrate the values and features of the app.
As a host you have three choices:
Create an account
As a Guest you have four choices:
"I am a Guest" Button
Create an account
LOG IN-CREATE ACCOUNT
Users can create an account with email, username, and password or sign up with their social media accounts.
Users can log in with their username/email and password or with their social media accounts.
Users can fill out the questionnaire about their preferences. So that the application will automatically show their preferred cards.