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.