LifeDraw - Mobile App

UX Design Case Study | Student Project - DesignLab
Role | UX Researcher, UX Designer, UI Designer, Graphic Designer
Duration | 8 weeks

I designed LifeDraw, a mobile app teaching users to draw the human form. It offers an intuitive platform for all skill levels to learn and practice figure drawing. This project gave me valuable experience managing a digital product from idea to launch. 

My goal was to create an engaging app that motivates users to learn and track their progress. I delivered high-fidelity mockups and an interactive prototype showcasing core functionalities.

Discover

In UX design, a strong foundation is key. The Discovery Phase is where we unlock user needs and competitor insights, ensuring we design the right solution, not just a visually-pleasing one.

Competitive Analysis

I began my research with a competitive analysis of the current landscape for digital drawing apps. Examining the strengths and weaknesses of existing products, I identified features that users love and pinpointed areas where my design could offer a clear advantage. This analysis helped me uncover potential gaps in the market – opportunities to create something truly unique and valuable to users.

User Surveys

Trying something new can be intimidating, children are more exploratory and constructivist with their knowledge...adults are more close-minded and less explorative because they tend to not like being bad at things.
— Gabrielle Quintana - Veteran Educator
Next, I conducted user surveys to gather broader insights into user needs and pain points when learning a new skill. By gauging user sentiment on specific features and identifying trends within my target audience, I was able to ensure my design addressed the needs of my user base, increasing the chance of creating a successful product.

Educator Interview

Finally, I interviewed an experienced educator to best understand how users learn and how to tailor the app to meet their needs. By tapping into their expertise, I gained valuable insights into how to adapt my designs for different learning styles and experience levels, creating a more effective and engaging experience for my users. 

Define

The defining stage in UX design is critical, setting the course for the entire project. By clearly defining the problem and understanding your user and their needs, you can make informed design decisions. It's like building a house – you need a strong blueprint before you can start construction.

POV & ‘How Might We’ Statements

I developed key Point of View statements to help me understand the state of mind of my potential users, and then created several “How Might We” questions to focus the design into solvable problems.

Personas

Trying something new can be intimidating, children are more exploratory and constructivist with their knowledge...adults are more close-minded and less explorative because they tend to not like being bad at things.
— Gabrielle Quintana - Veteran Educator
Next, I conducted user surveys to gather broader insights into user needs and pain points when learning a new skill. By gauging user sentiment on specific features and identifying trends within my target audience, I was able to ensure my design addressed the needs of my user base, increasing the chance of creating a successful product.

Feature Set, Sitemap, & User Flows

Finally, I interviewed an experienced educator to best understand how users learn and how to tailor the app to meet their needs. By tapping into their expertise, I gained valuable insights into how to adapt my designs for different learning styles and experience levels, creating a more effective and engaging experience for my users.