DESIGNING A MOBILE APP FOR THE SKINT
COURSE:
ART-UE 402 Design II
MY ROLE:
Sole Designer
END-TO-END TIMEFRAME:
2 Weeks
CONTEXT
ASSIGNMENT DESCRIPTION
Create at least 3 wireframes for a mobile app version of theskint.com. Leverage principles of intuitive design considering the needs of the user.
RESEARCH
COMPETITIVE RESEARCH
I began with competitive research on apps with similar functionality to The Skint, analyzing interface layouts, core features, and placement patterns to identify intuitive design strategies and usability best practices.
USER RESEARCH
I then conducted informal interviews with peers who fit the target audience to better understand how they currently discover things to do. Most shared that they typically rely on social media, friends, or directly google searching to find events, but often feel overwhelmed by scattered information.
A recurring insight was the desire for a platform that allows them to filter events by category or vibe and easily save events theyโre interested in attending. Many also felt that when they decide to attend an event, they want to ensure they know someone else attending.
Users also emphasized the importance of quick-glance event details and the ability to revisit saved plans without digging through emails or screenshots.
LOW-FIDELITY WIREFRAMES
FINAL PRODUCT
FINAL THOUGHTS
WHAT I LEARNED
๐ Early user interviews are invaluable: even informal conversations can reveal patterns and unmet needs that shape more user-centered features.
๐งญ People want control without complexity: filtering options and event-saving functionality help users feel more organized without overwhelming them.
๐๏ธ Interface hierarchy matters: users expect quick-glance access to key event details and dislike having to dig for information.