THE PROJECT

MightyMongoose is a new entertainment-ticketing site that boasts VIP offers for travelers visiting major U.S. cities. The site launched in July 2015 and to date has seen minimal success.

At a 3-hour design jam, I had the pleasure of working with a team of eight other designers to help MightyMongoose become a contender in the entertainment ticketing space.

CHALLENGES

  • Inconsistent brand identity
  • Vague business goals
  • No user data or site analytics from client

Key Goal:

  • Redesign the attraction-discovery task flow

ACTION

With time against us, my team and I decided on a roadmap that allowed us to maximize the three hours we were given.

Our only deliverable was to have rough sketches of our ideas and walk through our design process and decisions.

  • Our process included:
    • Competitive analysis
    • Usability testing
    • Persona development

RESULT

Team Result:

We presented a set of sketches and a paper prototype that showcased the new discovery flow for the MightyMongoose website


Solo Result:

After the event ended, I designed a low fidelity wireframe.

Team result


Solo result


Design Process

Discover

CONTENT ANALYSIS

We started the process by reviewing the contents of MightMongoose's site. We paid special attention to possible areas of frustration for users and broken elements of the discovery flow.

Selected screens from the original MightyMongoose site - homepage and search results.

Key issues:

  • Search results display too much information at once
  • Slow load times and bad page performance
  • Mobile usability is difficult
  • Too many filtering options

COMPETITIVE ANALYSIS

My team and I reviewed three similar entertainment-ticketing sites to understand the discovery flow that they used and how they differed from MightyMongoose's.

Competitor Logos

Key differences:

  • Groupon: Recommendations on the homepage
  • Expedia: The ability to choose a destination and trip date on the main page
  • Orbitz: Quick and easy to understand filters

Define

PERSONA DEVELOPMENT



Sarah, 26, Chef

Sarah is planning a weekend trip to San Francisco with her girlfriends. Sarah has only visited the city once before on business and wants to visit the top tourist attractions without spending a lot of money.

Behaviors

  • Travels for work monthly
  • Regularly uses laptop and cell phone at the same time
  • Describes herself as a saver and always searches for the best deal before buying
  • Loves taking pictures and posting them for friends

Goals

  • Planning a fun but inexpensive trip
  • Finding discounts on attractions
  • Purchasing last minute tickets when necessary
  • Exploring interesting parts of the city

TASK FLOW & USABILITY ANALYSIS

The original discovery task flow for MightyMongoose was broken and overwhelming. While other sites allow users to input their destination, dates and even choose from types of attractions before seeing results, MightyMongoose only let's users choose a destination.

Users are then presented with every possible attraction for a given city that they either have to scroll or filter through.

Unfortunately, the filtering function leaves much to be desired. Users have so many filtering options that it quickly becomes overwhelming. The "When?" filter alone has 12 choices.

Lastly, there is WAY too much text.



We did a lot of white boarding during this process - this image shows a bit of persona development, usability issues, task analysis and sketching.


Design

SKETCHES


My team elected to use a familiar interface for the first screen of the flow. It allows users to choose from simple icons to represent the types of entertainment they want to experience.


We cleaned up the results page by eliminating the four-column card layout and decided to use a two-column layout instead.


Deliver

WIREFRAMES

After the event ended, I worked on a quick low fidelity wireframe to compare the old site to my team's new idea.

Lo-Fi Wireframes

Major Changes
  • Prioritization of information within cards
  • Brighter interface
  • Smaller number of search results shown to prevent overwhelming users

Debrief

LESSONS LEARNED

Working with a team of eight other designers was a very challenging experience. Not that my team was especially argumentative or hard to work with - we were, howevever, very talkative.

Sometimes it was hard to decide on the "best" option because someone always had another point to share. If we had more time, I do believe we would have been able to establish a better system for productivity.


More Case Studies


Bateman Group | UX/UI Design

OpenOakland | UX Research