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UI/UX

MOBILE APP DESIGN

FIGMA

ARTS & CULTURE

Ticket Discoverability App
Structuring Information Flow for Cultural Access

A ticket discoverability app for Toronto's GLAM sector: built from mixed-methods research, architected around real constraints, and finished with a component system designed for scannability.

Client

Academic

Academic Project

Oct - Dec 2023

Team

Team of 6 UXers (2 UIDs)

Tools Used

Figma

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Six UX students. One shared passion for the Arts. One very fragmented problem.

This started as an academic group project for a UX course to design a solution for a public sector issue.

Our group landed on the GLAM sector (Galleries, Libraries, Archives, and Museums) because all six of us genuinely cared about it.

Insights from Mixed-Methods Research

Everyone had the same problem.
Discovering Discounted Tickets.

36 survey participants. 12 interviews. Market data spanning pre- and post-pandemic attendance. Three sources pointing to the same pain point. Discount programs already existed; people simply couldn't find them.

From our Data: 24 respondents said they'd visit museums more often, if discount information were simply easier to find.

Information Architecture

The Map tested well. We cut it because to make the app technically feasible, we'd have to depend on infrastructure that didn't exist.

A map interface looked right in lo-fi and received positive feedback at the Design Playback; but it was a distraction, adding visual clutter that didn't address the problem. View the original Lo-Fi we made through the links below:

The pivot to search-first was an IA decision that matched the product's technical constraints while directly serving what research confirmed users actually wanted.

High Fidelity Designs

Component Design

Every component had one job: reduce number of clicks to information of high value.

The focus was on guiding the user between opening the app and knowing what to do next. The high-fidelity component system was built by myself individually after the course ended, using lo-fi feedback as the brief. Tabs, toggles, cards, and navigation were each scoped to the flows that our research confirmed users actually needed.


What I Learned

Design decisions made purely from user preference can be fragile. Decisions made purely from technical constraint can miss the point entirely. This project showed what it looks like when both validate each other.
Coming back to rebuild the UI after the course also told me something simpler: a prototype good enough to present isn't the same as work that's actually finished.
Many decisions we'd made when designing the Low fidelity version came apart when moving to high fidelity, which were based on input I received from developers on how it would need to be if potentially developed.