A mobile ticketing app for buying tickets and tracking nearby events, every show you want, in one place, in your pocket. My first official project as a product designer.

TicketR is a convenient service for quick ticket purchases, and for tracking events happening nearby. Instead of hopping between multiple ticket-surfing websites, everything is collected in one application. All in your pocket.
It was also a personal milestone: my first official project as a product designer, built solo over two weeks as a focused study in research and UI/UX.
From surfing multiple websites to wrestling with payments, buying a ticket was a hassle, so I put everything you need in a single app.
Getting tickets to events could be a hassle, surfing multiple websites, running into payment issues, and never being sure you'd found the best option. People needed one place that saves the time and the stress.
A straightforward design-thinking path, empathise, define, ideate, design, and validate, kept a two-week build grounded in real user needs.
UX research is the systematic analysis of users and their needs, offering context and insight to the design process. To find problems, establish facts, and reach conclusions, I leaned on a mix of methods and tools, feeding real data back into every stage of the work.
To understand prospective users, I ran quantitative, in-person interviews with six people, asking open-ended questions like:
Two event-lovers who'd both rather be at the show than fighting to get in.
A PR manager for a top music record label and a fan of every kind of event. He doesn't enjoy the hassle of calling or surfing the web to buy tickets, the stress has discouraged him from attending as many shows as he'd like.
Frustrations"Honest to stan, an incredible concert is all you need to be truly happy."
A content writer who works remotely for non-Nigerian clients. She hates the stress of finding out where and when her favourite events are happening, and has missed out on shows because of her busy schedule.
Frustrations"Success is based on pure hard work, there's no such thing as luck. Or is there?"
An empathy map to feel the user's world, a site map to structure the app, and the visual system, colour and type, that holds it together, down to the paper and digital wireframes.

↕ Scroll inside the frame, empathy map · site map · colours & type · wireframes
Splash and onboarding screens that explain the app's key functions through simple illustrations; a registration step that asks for location so the app can sort events by proximity; and a home screen that surfaces what's closest to you.

↕ Scroll inside the frame, splash · onboarding · registration · home
An events page with location, date, ticket varieties, and bookmarks; a payment flow that takes a couple of clicks; and a profile that holds tickets, transaction history, bookmarks, payment methods, and notifications.

↕ Scroll inside the frame, events · payments · profile
Working on TicketR gave me hands-on experience across the engaging stages of UX design. Solid research always forms the foundation, without it, things don't work well together. Each design decision, from typography to button size, has to be backed by insight.
As my first official project as a product designer, it wasn't always easy, but it was exciting, and a genuinely good learning experience. Next step: more user research to find new areas of need.
Every show you want, in one app, in your pocket, no more surfing five sites to get through the door.