> My role & project content
I was responsible for all phases of this project:
- Understand the user & opportunities
- Generating ideas
- Testing the designs
- Refining the designs
> Primary research
I conducted interviews with 5 people who stated they frequently go to the movies and identified two main user groups:
1 / Young adults who frequently go to the cinema and do not encounter significant issues when purchasing tickets through mobile applications. However, they are seeking customization options that bring additional benefits.
PROBLEM STATEMENTS:
PAIN POINTS:
- Ticket prices and poor promotion informing
- Insufficient accessibility for people with different needs
- Lack of personalization options
- Lack of additional, enjoyable features
> User journey map
I analyzed the individual stages of the user journey for the goal: going to the cinema with friends. Thanks to the exercise, I identified certain opportunities:
The complete map is available in the:
FULL VERSION OF THIS PROJECT →
> Competitive analysis
I conducted a comparison of competitive movie theatre apps available on the market to assess their strengths/weaknesses and identify existing gaps resulting in opportunities for my project.
OPPORTUNITIES FROM:
> Goal statement
The app will allow users to fully enjoy the cinematic experience, which will affect both those who require straightforward, simple messages to use the product and those who are well-versed in new technologies by providing a user-friendly interface with easy navigation for foundational features (such as checking the repertoire and purchasing tickets), as well as additional options (for use before, during, and after the screening). The effectiveness will be measured by surveys assessing the usage of basic features and the level of engagement in additional activities.
> Generating ideas
The ideation process began with three questions ("how can we?" exercise) and creating a quick mix of solutions ("crazy 8" exercise):
1 / How can I provide a positive user experience of the movie theater app before the movie screening?
2 / How can I provide a positive user experience of the movie theater app on the day of the screening?
3 / How can I provide a positive user experience of the movie theater app after the screening takes place?
Later, I created two types of storyboards for specific scenario:
The Portal Theaters app allows users to purchase tickets, order snacks for the day of the screening, and collect points in the loyalty program, enabling them to save time and money or win rewards.
The complete storyboards with descriptions are available in the:
FULL VERSION OF THIS PROJECT →
> Information architecture & user flows
I wanted the user flows to be simple but also to accommodate different methods for achieving the same goal, making navigation through the app easier and more enjoyable.
> Wireframes
The screen design began with creating low-fidelity wireframes for five main user flows.
The first three were related to searching for a screening, and the next two focused on purchasing a ticket with the option to order snacks and drinks from the bar.
3 / User goal: Searching for a screening by: Date & Time
> Usability study: round 1
I planned and conducted two rounds of usability study for the main app flows.
Tested fows:
- Search by title
- Search by categories (genres + date and time)
- Ticketing: standard and with the group
> Design system & components
Thanks to these elements, mockups were created which I then combined into working prototypes and tested the solutions again.
A detailed presentation of hi-fi mockups is available in the:
FULL VERSION OF THIS PROJECT →
> Usability study: round 2
Tested fows:
- Search by title
- Search by categories (genres + date and time)
- Ticketing: standard and with the group
> Prototype
> Next steps
1. Testing additional flows and revising
2. Developing the app
3. Launching and acquiring users
4. Monitoring KPIs
Few KPIs for the Portal Theaters app:
- Average time required to purchase tickets using standard ticketing and ticketing with the group.
- Percentage of tickets sold through ticketing with the group relative to the total number of tickets.
- Conversion of external invitations during ticketing with the group into new app users.
- Frequency of ticket or snack purchases by a single user.
- The average value of the shopping cart for snacks and beverages.
- Percentage of profit from snack and beverage sales relative to the overall app revenue.
- Conversion rate of website visitors into app users.
- Number of active participants in the loyalty program.
- Frequency of using additional app features: random and quizzes (described in the FULL VERSION OF THIS PROJECT →)
- Conversion of titles generated using the random function into ticket purchases.