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Theme Park App
UX/UI Design

Summary

Problem

Theme parks are one of the most exciting places in the world where people can experience unique rides and attractions, but people have to wait in long lines to reach those experiences. It's worst that they have to wait in long lines to get their food, too! Especially when they are starving from the fun adventures that are created in the theme park.

Solution

The goal of this project is to design a mobile app that allows theme park guests to find a place to eat, order it ahead of time, and plan their pick up. It allows users to skip the long lines and the prep time of their food. Instead they can pick it up as soon as they arrive and have more time to explore the theme park.

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Whirly World Theme Park App
User Centered Design Process 
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User Research

Many users do not use an app to order food ahead of time because majority of them do not know it existed or didn't think it was necessary to use. Those that did use an app saved a lot of time by ordering ahead.

Competitive Analysis

Looked at several potential competing companies. Universal Studios and Disneyland being direct competitors.

 

All of these companies had similar ordering features, however the main differences were:

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  1. Easily Accessible vs Hardly Accessible

  2. Too Many Screens vs Simplified Interaction

  3. Distracting Interface vs Minimalistic Interface

  4. Special Features for Food Ordering

Ideate
User Personas

Storyboard Sketches
I created a storyboard for the theme park app to have a visual representation of the user journey which helped me make informed decisions about the user experience and the functions of the app.

Design

Sketching On Paper

Paper wireframes are an invaluable tool in the design process, as they allow designers to quickly prototype designs and experiment with different ideas at low-cost.

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Paper to Digital

From the multiple paper designs of the home page above, I was able to transfer that idea from paper to digital through Figma.

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Low-Fidelity Wireframes & Prototype

To map out basic architecture information, I used low-fidelity wireframes which helps make the most of the design process. It is low cost and low stake making it easy to add and remove elements. This is the time where we create a prototype to do usability research.

Usability Study

I conducted two rounds of usability studies:

1. Helped guide designs from wireframes to mockup​

2. Used the high-fidelity prototype and revealed what needed to be refined

First Round Usability Study

This round of usability study was done with a low-fidelity prototype with 6 participants between the ages of 19 - 55 years old. I found that:

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1. Bottom navigation bar is too small and crowded

2. Some users cannot read the smaller text due to the typography

3. Users wants to confirm if their reservation is correct before it books it

High-Fidelity Wireframe & Prototype

Using the insights from the usability study, I was able to reiterate the design and begin to create the mockups. At this point, I was able to create a logo, finalize typography and color schemes, and add more interaction and features into the high-fidelity prototype.

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Second Round Usability Study

This round of usability study was done with a high-fidelity prototype with 6 participants between the ages of 19 - 55 years old. I found that:

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1. Users cannot find the preparation page once they leave it from check out

2. Users wants an indicator to see when they have something in their cart

3. Too much buttons on home page confuses the users

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Impact

The app makes users feel like Whirly World theme park values their users time and needs.

 

Designing the Whirly World app helped me understand that creating an accessible and user-friendly product is a process of iteration and research. Peer feedback and usability studies are important as they improve the design of the app through each iteration.

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