Capstone 2

Designing for majority of users allows for more accessibility within the metaverse

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1/5
Problem
Application
Role
Duration
Tools

Designing a more user-friendly metaverse world for first-time users

Desktop

Lead Designer

3 months

Procreate, Figma, Google Suite, Zoom 

Nick and Sarah showcasing who is the ideal user

Creating flows for frictionless use

Before starting the sketches for the prototype I was ideating the possible user flows on how one would go about using the app. I want to make the least amount of steps for a user to be able to choose a spot and travel to said location.

Sketches of possible user flows for WanderGram

Illustrating the blueprints

Before starting the sketches for the prototype I was ideating the possible user flows on how one would go about using the app. I want to make the least amount of steps for a user to be able to choose a spot and travel to said location.

Last impressions from the sprint

After finishing the design spring here are the main takeaways from the experience:

  • Take inspiration for the UI from other apps that contain similar features to save time

  • When creating features from data already conducted pay close attention to any overlapping concerns to create an all in one solution for the users

  • People love being given the option to learn all that they can about the place

  • When you create a fun looking app it creates excitement and interest

  • When designing in a short amount of time it forces designers to come up with on the fly solutions

If given more time I would be able to create a more fleshed out prototype and integrate the editing features from the original app and create a more effortless flow from finding the location to editing then posting.

Test out the live WanderGram prototype below