Headphones E-Commerce

Academic Project - Full Cycle UX/UI Design
summary

This academic project was a mobile web from which users can search, customize and purchase different types of headphones depending on their desired activity such as exercising, studying, streaming services, etc.

This mobile web provides headphone suggestions for users depending on their needs.

framework

learn
surveys

Surveys were conducted to gather data regarding people’s general views about headphones. Some of the findings included pain points when buying new headphones, importance of quality and material, as well as activities for which people used headphones throughout their day.

1:1 interviews

1:1 Interviews functioned as a data gathering system that allowed me to write down competitive research ideas and design ideas for how to develop the mobile web’s experience and overall interface.

Findings:

  • Most people would buy a second pair of headphones for a different activity such as exercising or running outside.
  • Most people prioritize sound and material quality.
  • Most people are willing to spend more than $100 for a new pair of headphones.
  • Most people would purchase headphones through the mobile web in order to get a one month free Spotify membership.
competitive audit

Different mobile webs as well as other competitor sites were audited and inspected to find out what UX aspects and UI elements make such sites function in a way that is appealing to their users.

define
USER PERSONa

Based on survey and research results, a persona was created in order to create a clear vision of what the final product would be capable of. This persona also served as a blueprint of different ways in which the product could be created.

site map
sketches

During this phase, we took our research and created a clear vision of the problems that need to be solved as well as different ways to make our end product functional and user-friendly.

One way to keep us focused on our end user is by creating a fictional user persona that feels as close to a real potential user as possible.

design phase
sketches

Sketches were the first attempt to create a visual illustration of how different pages would look such as the homepage, category page, and product description pages (PDP).

wireframes

Multiple wireframe iterations were created and each new version came to fruition because of user testing and feedback.

moodboard

The purpose of the Mood Board was to create a holistic visual representation of how the mobile web would look and feel.

According to color theory, analogous colors create a serene and comfortable feeling; hence the selection of different shades of blue as well as the futuristic approach and overall mood.

mockups

After many wireframe iterations and user testing sessions, multiple mockups were created for all pages.

style guide / design system

The Style Guide / Design System was created to demonstrate how different elements come to life within the mobile web. This system is a great tool for Web Developers when we reach the development stages because it is a guide for them to know what UI elements belong together, their function and purpose, certain measurements, and more.

experiment
prototypes

Prototypes were used for additional testing and navigation demonstrations. Certain goals and task flows were tested such as finding a pair of headphones specifically for exercising:

iterate
design iterations & testing

Changes and iterations were repeatedly made throughout the project. Such iterations came from UX / UI research, revisiting survey results, persona analysis and most importantly user testing sessions as seen below.

launch
annotations

Annotations serve as a detailed map with indications for the Web Development team. These are specifically created to let them know about each UI element’s purpose, and its mission within the mobile web.