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UX Design: PANDORAMA

Project Summary

PANDORAMA is a creative online platform designed to cater to the needs of the comic community, both readers and creators alike. The website serves as a comprehensive hub for comic enthusiasts, offering a diverse collection of comics for reading and providing a friendly space for comic creators to publish their works. This project aims to create an engaging digital environment that caters to the needs of comic enthusiasts and fosters creativity within the comic community.

Role

Tools

Project Duration

  • Creating User Flow and Information Architecture

  • Prototyping and Testing

  • UX Designing

  • Figma

  • FigJam

  • 7 days

The method used in this project: 5-day design sprint 

A 5-day design sprint is a rapid design approach to accelerate and test new ideas within a 5-day timeframe. It helps focus creativity and quickly determine the feasibility of the product.

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The Design Sprint, Day by Day

On Day 1, I make a map of the problem. On Day 2, I sketch solutions. On Day 3, I decide which sketches are strongest. On Day 4, I build a realistic prototype. And on Day 5, I test that prototype with five target customers.

Day 1: Map

Day 1 is a series of structured conversations to build a foundation—and a focus—for the sprint week. The structure allows to "boot up" as much information as quickly as possible—while preventing the usual meandering conversations.

*Steps in Map:

  • Long-Term Goal: Set long-term goals for the product -> select the best goal.

  • Sprint Questions: Identify the worst issues the product may face (turn those issues into Yes or No questions) -> select the most critical and noteworthy question.

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  • Ask the Experts + How Might We: +Ask the Experts: Experts (regular product users, creators of similar products, etc.) will be asked about their insights, customer research, how everything works, and past efforts.

    • How Might We: Interesting insights during questioning will be noted and transformed into "How might we...?" questions (minimally phrased).

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  • ORGANIZE HMWs:

    • Select a maximum of 10 How Might We questions from above.

    • Then organize them into groups and give each group a name (e.g., payments, operations, etc.).

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  • Note-n-Map: Create a map of the individual user's product experience (without editing or making it smooth/perfect).

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  • Map + Target:

    • Map: Align on three elements (1. Who the target customer/user is, 2. When their experience starts, 3. What goal we're trying to achieve).

    • Create a simple user journey within 10 minutes, from the initial issue to the goal (e.g., buying a product on the website). One action per card. Describe the current experience, as it is now, with all its flaws, rather than what to create in the future.

    • Consolidate the stories to create one large customer journey (only taking the genuinely important and interesting steps from above).

    • Then, filter the rest to display the final customer journey map.

  • Target:

    • Set long-term goals, aligned on the customer journey map, and posed questions around that map.

    • Choose a target for the sprint. Focus on that goal, sketch solutions, plan, and build prototypes by that time, as well as the events surrounding it.

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Day 2 is all about solving the problem, using a method optimized for deep thinking. Sketch detailed, opinionated solutions, following a four-step process that emphasizes critical thinking over artistry. 

*Steps in Sketch 

  • Lightning Demos: Share inspiring solutions from other products (images + links to those products).

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  • Notes:

    • Rewrite Long-Term Goal, Metric, Risks

    • Rewrite solutions from other products, key parts of the map.

  • Ideas: Answers to the questions that need solving.

  • Crazy 8s: Start with one idea and generate variations of it.

  • Solution Sketch: Create detailed sketches.

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I will have a stack of solutions. Now, I have to decide which of those sketches should be prototyped and tested.

*Steps in Decide

  • Art museum + Speed critique:

    • Summarize the Solution Sketches from Day 2, then create a Heat Map by marking for the points or ideas personally prefer the most on each sketch.

    • After creating the Heat Map, I select which points or components can be applied to the product.

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  • Start Storyboard

    • Writes 4-6 steps describing the detailed actions a user takes to go from the starting point to the goal.

    • Then, mark for the steps I find appropriate in each flow.

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  • Storyboard

    • Use the marked action steps to build a complete User Flow.

    • Afterward, sketch the details at each step.

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​On Day 4, I'll build a realistic prototype of the solutions in my storyboard so I can simulate a finished product.

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Conclusion

In this UX design research project for COLLECTIFY, I primarily focused on wireframe development to establish a robust foundation for realizing the website's potential. While I have not yet fully implemented all features and interactions, the wireframes have played a significant role in shaping the user experience.

The wireframes serve as a structural design blueprint for COLLECTIFY, providing a clear guide for the upcoming development stages. They have assisted me in refining and optimizing the user journey, ensuring that COLLECTIFY will ultimately deliver a smooth and engaging marketplace for buying, selling, and creating NFTs.

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