Laura Vicente Portfolio
Visual + UX Designer

Portfolio Process

about me — short introduction

Hello, my name is Laura Vicente. I have a background in Arts and Design with a master in UX Design at Kingston University where successfully take actively part in the launch of a new application for the benefits of the students "KU Extra". Apart from strong visual skills, my skills include curiosity, empathy, and an energetic work ethic. On the lookout for a challenging and rewarding user-centered company that offers me the opportunity to apply and develop my skills.

Process

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Empathise

Design Thinking

Interviews

Empathy map

Seek to understand

Non-Judgmental

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Define

Design Thinking

Personas

Users journey

Competitors

Pain Points

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Ideate

Design Thinking

Share Ideas

Brainstorming

Prioritize

Sketches

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Prototype

Design Thinking

Wireframes

Storyboards

Keep it simple

Interact quickly

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Test

Design Thinking

Impediments

What works?

A/B tests

Pain Points

Research/Key points — Cooking App

Learning a new skill, language or subject is possible any time or anywhere through any learning path and at any pace for learners of all ages: Motivation, Goal setting, self-regulated strategies ad self-directed learning. Over the past three decades in education and psychology research, empirical evidence has shown that learners who are capable of regulating their own learning significantly enhance their learning outcomes. Because learning requires effort, successful learners must be able to sustain their motivation and persist over the learning process through self-regulation. The rising interest in online learning stimulates e-learning designers to recognize their responsibility in creating more effective and impactful learning environments for all ages.

Personas — Cooking App

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1

I concentrate in two main types of target users, people who want to learn how to cook (students) and people who teach how to cook (teachers)

2

Students: Persona 1.
She is learning from books but she would love to have a platform where she can fast and easy learn recipes of all kind and masters her cooking skills.
- She wants to know exactly what is in her food.
-She would not have to choose between pizza or Chinese cheap delivers ever again.
-Friends and family would be so impressive
-Saving money.
-She would like to have the opportunity to learn "everywhere" when she has some spare time.
-She also wants flexibility and personalisation.

3

Teacher: Persona 2.
He is looking for a platform that offers an easy way to upload lessons, a schedule to agree with students times and days. A profile where they can show who they are. To sum up, an automatized system that lightens the teacher´s workload.

Competitors analysis

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1

All the apps for learning how to cook and e-learnign apps in general

-Epicurious Recipes and shopping list
-SideChef: Step-by step cooking
-Food network in the kitchen
-Duolinguo
-Codeacademy

Define - User needs and goals

blueprintmap

Some paper prototypes

blueprintmap

-The user can register as a teacher or as a student
-The user can specify the time slot when they are available (either to teach or to learn)
The user can create a profile with expertise (things you can teach) and goals (things to learn). These goals and expertise belong to different categories ( Italian, Sushi, desserts, Thai..)
-The user can hire different teachers to do different courses.
-The user can schedule lessons with those teachers
-The teacher can upload recipes and other material to the platform database.
- The user can upload recipes associated with ther lessons.
- The user can create task lessons. The user can mark the task as a completed
The user can schedule or redeschedule a new lesson. The user can see the files related to the lesson.
-The user can add a "difficulty level" to his expertise E.g. Master in Thai. Beginner in Sushi.
The user can edit his/her profile and logout.

KU Extra — Kickoff

KUpict
1

Studies show that students who engage with co-curricular/ extracurricular activities tend to perform better academically and develop into well-rounded graduates.

2

KU is committed to equipping our students to be confident, creative and resilient people who flourish in their studies, careers and personal lives

3

This involves a strong focus on providing relevant and personalised support and service to students (within and outside the classroom).

4

This makes them more attractive to prospective employers

KU Extra — Overview

overview
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In the context of the CfGE project, students are the main users.

2

The aim is to create a platform/ service they connect with and will enjoy using.

3

The purpose of the focus group sessions was to understand students:

  1. Motivations for HE study (at KU)
  2. Current awareness of and engagement (or lack thereof) with existing co-curricular/ extracurricular programmes.
  3. use of technology.

KU Extra — Focus groups discussion: Aspirations and motivations

When asked about what they want to get out of their studies and the career opportunities they believe their course offered:

Most(over 90%) of the participants said they want good employment on graduation.

Some students (mainly L4) were unsure of their career prospects and wanted more guidance (from their faculties) on this.

Awareness and Engagement

  1. 50% of the participants were aware of at least one KU co-curricular initiative listed on the slide they were shown.
  2. On average, students indicated a patchy engagement with KU co-curricular initiatives.


Personas. Student(user)Story

overview
1

Profile

Name: Chan
Course/ level of study: Computer Science / L5
Interests: Baking (loves watching the Great British Bake-Off!), Music and Badminton
Other details: First in family to attend HE, commuter and works part-time at a local music store

2

Challenge

Would love to be more involved in KU extracurricular activities but has: little or no awareness of events aligned with his interests happening on campus. time constraints due to commute and part-time job. few friends in KU and struggles to feel a sense of belonging.

3

Solution

Chan obtains the CfGE app (which already has access to his basic student information) and updates this with preferences. Now has a joined-up view of KU extracurricular activities Gets alerts on his mobile when relevant activities are coming up. App also recommends other potentially beneficial events.

4

Outcome

Chan attends recommended to meet fellow students in other faculties with similar interests. Joins the classical music society and the KU badmington team Makes new friends as a result . Feels greater sense of belonging to KU.

Personalised Icon Design

Example some extracocurricular activities

jobs
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Jobs and paid opportunities

jobs
2

Sustainability

jobs
3

Surprise me

jobs
4

Languages

jobs
5

Volunteer

jobs
6

Arts and culture

jobs
7

Disabily support

jobs
8

Academic success

Service blueprint

serviceblueprint

Prototype

1

AIM
In line with KU Inclusive Curriculum Framework, the CfGE aims to expand students experience beyond their courses by providing a coherent framework of personalised, easily-accessible and relevant co-curricular activities.
Use of gamification.Offering two version classic and game

2

Process
Previous paper wireframe made and tested with students. Still on process to keep testing and improving the desing

3

THE WAY FORWARD
Implement main platform over next few months in 2017. Pilot with cross-section of current students before wider launch in 2018. Mid-/ long-term: -Extend service to alumni and prospective students. -Establish employer partnerships.

Emoti-C-on — Kickoff

AutisticSociety
1

The National Autistic Society estimates that there are around 700,000 people on the autistic spectrum in UK more than 1 in 100 people. Families included, autism is a part of daily life for 2.8 million people. Autistic children tend to have communication problems and challenges in expressing their emotions. Teachers in various autistic schools admit finding it challenging to get and maintain the attention of their students. These teachers also have limited teaching tools (e.g. PECS and TEACCH) most of which are paper-based. There is, therefore, a gap in the market for technology-enhanced teaching tools like the Emoti-C-on application.

Emoti-C-on Overview

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The project would be launched as an e-learning app/ platform for teachers' use to enhance social skills and empathy in autistic children. Focused mainly on emotions, it is a highly customizable application which provides a personalized learning plan, empowering children to take an active part in their own learning. It involves pairing illustrated emotions using a facial expression recognition system with the appropriate scenarios. The app also enhances positive social reinforcement, as it provides some gaming experience in which the children have to coordinate and communicate their actions with a partner.

Research activity

WheelCompet
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The application is targeted at teachers of autistic pre-school children - given the importance of early childhood development (emotionally and otherwise). In future the application could be extended to cater for later development years.

2

Our market research revealed that, although there is a considerable number of applications targeted at autistic children, one is yet to find any application focused on helping teachers / autistic children achieve their teaching/learning objectives.

3

The infographic on the University of Edinburgh site (http://www.dart.ed.ac.uk/wp-content/uploads/2013/07/app-wheel-April15.pdf) gives an overview of popular apps for autistic users and shows highlights the lack of tools for teachers of autistic children.

Design thinking process methodology

DesignThinkingPict
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Empathize: This will entail researching processes and learning more about our target audience through further interviews and observations.

2

Define: This will involve synthesizing and analysing gathered data for this purpose.

3

Ideate, Prototype, Test: This will involve the detailed design of the app

4

Build: Incorporating any further feedback from these tests, the prototype and requirements specifications.

Some paper wireframes

PaperWireframe PaperWireframe
1

Coordinate, communicate, choose

2

Clear instructions

3

Help user customize things

4

Storytelling

Prorotype — Simple as 1, 2, 3

memotion
1

The aim of this project is to have an application that allows them to enjoy themselves at the same time as they are learning emotions and social skills.The target audience are four year-old children and upwards

2

Provide a high-customization for parents in order to be as adaptable as possible to the different autistic spectrum of children. It should be mistake-free to reduce frustration as autistic children usually are really perfectionists and have incredibly high standards for themselves so they would feel really uncomfortable if they failed.

3

It should be based on clear instructions and help them in the coordination and communication with other children as well as help them make decisions and encourage them to enjoy social activities apart from the core objective of teaching them to distinguish between different emotions.

Video-subtitles explanation prototype

1

Empathize: This will entail researching processes and learning more about our target audience through further interviews and observations.

2

Define: This will involve synthesizing and analysing gathered data for this purpose.

3

Ideate, Prototype, Test: This will involve the detailed design of the app

4

Build: Incorporating any further feedback from these tests, the prototype and requirements specifications.

Redesign — Flatshare site

illustration
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People tend to share flats in order to better afford to live costs. Having this in mind, finding an affordable and comfortable place to live in has become an indispensable need.

2

E-commerce has become the new era buying system, people make their purchase online without needing to move from their homes, and more than ever providing a good online customer service directly will determinate business profits.

3

Plenty of renting house sites were built in the past few years, people are feeling bombarding with multiple options, but few focused on their needs.

Experimental Design — Overview

overview
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Determinate business needs

2

Analyze data

3

Interprete results

SpareRoom — Focus groups discussion: Aspirations and motivations

userflow
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See weather participants can successfully find the information they need

2

Find out what are their pain points and achievements when browsing through the web site

3

See whether participants notice about the controls offering the site and its usability.

Personas

1

Participant

Name: Angeles
Gender:Female
Age: 33
Ethnicity:Spanish
Occupation: Sale Assistant
Hours per week browsing: 8hours,80% email, 10% browsing
Devices more used: Mobil
Technology confidence:3

2

Participant

Name: Chris
Gender: Male
Age: 36
Ethnicity: British
Occupation: IT
Hours per week browsing: 60hours,50% email, 50% browsing
Devices more used: Mobil
Technology confidence:10

3

Participant

Name: Anna
Gender: Female
Age: 26
Ethnicity: Hungarian
Occupation: Waitress
Hours per week browsing: 30hours,20% email, 80% browsing
Devices more used: Mobil
Technology confidence:5

4

Participant

Name: Azeez
Gender: Male
Age: 36
Ethnicity: African
Occupation: Coffee manager
Hours per week browsing: 2hours,20% email, 80% browsing
Devices more used: Laptop
Technology confidence:8

Design rationale

1

Issue A
Initial concept of need: Authentication system awareness/ Authentication innovation (Biometrics)

2

Issue B
Initial concept of need:Provide a better visual framework for the user to navigate and succesfully use the site

3

Issue C
Initial concept of need:Single page vs. multi-page.The user testing reveals a site a bit cluttered. Users have plenty of options but needs of a lot of clicks and long scrolling.

Actual user flow

userflow

Redesign user flow

userflow
screenshot
screenshot
screenshot
paper

Prototype

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AIM
Task-focused redesign. The user will have access to all the tasks from the home page. A visual static menu in the bottom with all the possible filters, which will appear on the screen over with a tag system, which will provide the user with the possibility to navigate all the options at once. Two main buttons will be targeting the main user tasks, searching for a room or flatmate. When the users press the room button, two possible options a map or a swiping card view. (See the prototype above to better understand the explanation)

Go on a Flavourful Journey — Discover a new juice brand

logo
1

Creating a new juice brand evoking the natural, exotic and sensual

2

The leaf-like a shapes of the letters emphasise the idea, and the green colour suggests organicity

packaging packaging
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Playing with shapes and colours typical of different territories.l

2

Mixing illustrations and photos to give the image plasticity.

BREAKING BORDERS — Begin your journey without the fear of getting lost

branding
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GPS - like app Symbol recreates a road landscape

2

Colours Blue (reliable and trustworthy, easily readable by computers) Green ( it reminds us of nature, positive, encouraging)

3

Only lower - case characters with minimalistic lines giving them a mechanical feeling

app on iPhone app on iPhone app on iPhone
4

Creating a corporate campaign that conveys confidence in an innovative product, inviting us to come closer.

5

Playing with colours and symbols to create a modern and long-lasting graphic.

6

Corporate use of colour countertypes.

Take a chance and discover... — your inner clown

clowntown
1

The logo plays with the opposites, with the dichotomy in human nature The red circle and mouth represent a clowns face, both joyful and sad at the same time

2

Both colours, red and black, allude to clowns, the first giving a feeling of warmth, approachability and passion while the later gives the logo good readability

3

The font is simple, with calligraphic features, bringing it close to the public

clowntown clowntown
4

The advertising graphics are based on the principle of "everyone has a clown within" encouraging the audience to discover theirs.

5

Through an introspective analysis, we can find a dichotomy between the social self and the imaginary one.

6

The graphics use children´s imagery and bring them to life by making the two sides coexist in harmony.

7

To convey this concept, I decided to use a type of illustration characterized by a primacy of geometric elements in a constructivist way, combined with powerful colours.

Magnetic

Meet other mountain lovers — Magnetic

Magnetic
1

The logo plays with the idea of mountains which at the same time to assembles a letter `M´

2

Simple features, line brand based modern typography with geometric lines and thin weight

3

The predominance of height in the letter bringing us the risk to the mind as the magnetism of a mountain sports

Magnetic
4

For the creative piece, I worked mainly with the idea of a winter sports event.

5

I wanted to create something "magnetic" to capture people's attention with a modern, clean and adaptive design, easily portable to different formats.

6

I based the design on an invitation to get involved in the event, trying also to create a connection with the audience, in this case, people who practice winter sports.