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Jim's Parlor
Mobile App
Jim’s parlor is a local game parlor located in a metropolitan area. Jim’s parlor provide a place for people to gather and play boardgames and food from their restaurant that you can enjoy while playing. The mobile app focuses in enhancing the experience of users, gives them the full menu of games they could play and the food they could enjoy it also gives the users option to reserve ahead of time and tutorials for each game.
Project Overview
My role
User research, End to end Ux/Ui Design.
Responsibilities
Conducting interviews, paper and digital wireframing, low and high-fidelity prototyping, conducting usability studies, accounting for accessibility, and iterating on the design and responsive design.
Duration
June 2022 - October 2022
Tools
Figma, Miro, Google Docs
The Problem
Users are annoyed or upset when the game they would like to play is not available in their visit.
The Goal
Give users an option to review the available games and reserve ahead of time so they can be sure they will play a game they like in their visit.
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User research
I conducted interviews and created empathy maps to understand the users I’m designing for and their needs. A primary user group identified through research was people in general that likes to attend to game parlors.
This user group confirmed initial assumptions about Jim’s Parlor customers, but research
also revealed that users would like too to reserve tables and to have the option to have the game explained in different languages because not all of them are native English speakers.
Pain points:

Persona:

Problem statement:
Carlos a family man who needs to reserve the game his kids want to play ahead of their visit because they will be upset if it isn’t available at the time of their visit.
User journey map:
Carlos User Journey reavealed how helpful will be to have an app for Jim’s game parlor that facilites a good experience.

Ideation process
Paper wireframes:
Taking the time to draft iterations of each screen of the app on paper ensured that the elements that made it to digital wireframes would be well-suited to address user pain points. For the home screen, I prioritized an easy and straightforward navigation to help users understand the app.

Digital wireframes:
Taking the time to draft iterations of each screen of the app on paper ensured that the elements that made it to digital wireframes would be well-suited to address user pain points. For the home screen, I prioritized an easy and straightforward navigation to help users understand the app.

Low-fidelity prototype:
Using the completed set of digital wireframes, I created a low-fidelity prototype. The primary user flow I connected was select and reserve a game for a visit, so the prototype could be used in a usability study.

Usability study
Study details

Research insights

Usability study findings

Refining the design
Style guide
Before moving on with the High-fidelity design I created a style guide.

High-fidelity design
Mockups
Early designs allowed for some customization, but after the usability studies, I added. A different menu for searching games.

After usability study we made the letter size bigger and easier to read to increase accesibility, we also increased the size of the video tutorials.


Prototype
The final high-fidelity prototype presented cleaner user flows for reserving a game and checkout. It also met user needs for a straightforward checkout process and accessibility.

Takeaways

Next steps
