LET'S PLAY!

designing an end-to-end ios app for parents and careGIVERS to explore new playgrounds with their children.
Screens displaying the Let's Play mobile app
PROJECT TYPE
INDEPENDENT
UX DESIGNER
MY ROLE
USER RESEARCH
UI DESIGN
INTERACTION DESIGN
BRANDING
PROTOTYPING
USABILITY TESTING
TOOLS
FIGMA
CANVA
DURATION
80 HOURS
4 WEEKS
MAY 2023
VIEW THE FINAL DESIGN ➞
CONTENTS

OVERVIEW

BACKGROUND
As a mom, I frequent parks often and enjoy discovering new playgrounds with my toddler. I desired the convenience of searching for specific park amenities and accessible playground equipment, but I couldn't find any existing apps that met my needs.
Mom and son at playground
Motivated by the need to address this issue, I embarked on an investigation and envisioned the potential design of a playground-finding app. Despite having my own ideas about the features I desired in such a product, I put aside my personal preferences and focused on exploring the problem space by engaging with other parents to gather their insights.

Reflect

WHAT I LEARNED
Receiving feedback from both my usability test participants and peers in group critique sessions was an invaluable part of my design process. It allowed me to gain fresh perspectives and insights that I may not have noticed initially. The input from others helped identify areas for improvement and brought attention to aspects that may have been overlooked in my playground finding app.

I was reminded that radical collaboration is crucial for solving user problems effectively. Actively involving others in the design process and encouraging diverse perspectives creates an environment where different insights and ideas can flourish. This collaborative approach fosters innovation and ensures that the end product will meet the needs and expectations of users more comprehensively.
Team collaborating at a table
IF I HAD MORE TIME
Given the 80 hour time constraint for this project, the feature design ends here. If I were to revisit this project again, I would do another round of usability testing on a mobile device instead of desktop (since it was more intuitive for users to tap through the mobile prototype) with the updated revisions, and see how I could optimize the design further.

By gathering feedback and insights from users on a mobile platform, I could identify additional areas of improvement and refine the design to enhance usability and overall user satisfaction. This iterative approach would ensure continuous improvement and better alignment with user needs and preferences.
Finger tapping mobile phone

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