SWISH - Pick-up Basketball App

My Role

UX Research

UI Design

Project type

School Project

Deliverables

Figma Prototype

ReactJS Webapp

Sales Pitch

Duration

6 weeks

Overview

Project introduction

Two teammates and I were tasked with creating a web app of our choosing.

As one of our group members had an interest in basketball we decided to make an app targeting the difficulties that come with creating pickup basketball games.

SWISH

SWISH is an all in one app for basketballers to meet one another.

Specifically for "pickup" basketball games, which are for anyone, anywhere, using no strict rules, and are a great way for basketball players to form teams and make friends.

Discovery & Research

Competitive Analysis

Part of our research was to conduct a competitive analysis. By doing this we could identify key strategies and features we could implement in our design process.

Above is an example of one of our competitors "Conquer". We mapped out the various screens on their app and identified key features and areas we wished to explore further.

User Experience Mappings

We conducted a series of User Experience Mappings to better understand users pain and gain points with creating pickup basketball games.

This was a way for us to pinpoint what step in the user journey our solution could help these players. One thing we learned from this was that our app should aim to help simplify the organization of games.

Defining the Space

Value Proposition Canvas

Our Value Proposition Canvas took our findings, pain points, and gain points from our user experience mapping and turned those into features. Ensuring we deliver value to users.

Above is a modified version of the VPC showcasing one key finding of the exercise.

User Stories

To further understand our users, we created User Stories. These were used to identify how our ideas/features could provide value to our range of users.

Ideation

Sketches

We started with quick sketches to visualize our ideas before translating them into wireframes.

Moodboard

To bring our visual ideas to life we began to identify key colors and visuals that we would like to include.

Early inspiration and moodboard, Pau Suarez - Behance

Sneaker selling app - Inspired our copywriting and tone of voice, Shakib - Dribble

Prototyping & Testing

Lo-Fi & Hi-Fi Prototyping

We began with low-fidelity prototypes to test basic layouts and user flows before refining them into high-fidelity prototypes in Figma.

Low-Fidelity Prototype of SWISH

High-Fidelity Prototype of SWISH

Testing & Findings

Through multiple rounds of testing, we refined SWISH based on user feedback, ensuring a seamless intuitive experience.

Testing was crucial in refining SWISH’s usability and user perception.

Key Learnings

Professional

UX Research & Competitive Analysis • User Journey Mapping & Personas • Data-Driven Decision Making • Prototyping & Usability Testing • Stakeholder Communication & Presentation

Personal

Problem-Solving & Critical Thinking • User-Centered Mindset • Adaptability & Iterative Thinking • Clear & Impactful Communication • Empathy-Driven Design

The Outcome

SWISH makes organizing and joining pick-up basketball games effortless.

Please feel free to view my Figma Prototype. If you have any questions don't hesitate to reach out as well.

Jarl Bentzen