打破框架,用創新設計改寫派車預約規則

Revolutionizing the educational ecosystem with a mobile app designed to enhance interactive learning and peer collaboration.
我的角色
UI/UX Designer
我的角色
UI/UX Designer
我的角色
UI/UX Designer
團隊組成
UI/UX 設計X1
專案時間
半個月
a cell phone on a table
a cell phone on a table
a cell phone on a table

Stage 1. User Research

Engaged with over 100 students and educators through online surveys, in-depth interviews, and virtual focus groups to gather comprehensive insights into their learning habits, preferences, and frustrations with current educational tools. This exhaustive research phase highlighted the need for more interactive and collaborative learning solutions, leading to the development of detailed user personas representing the app's target audience.

Stage 2. Ideation & Conceptualization

Led creative workshops involving stakeholders and fellow designers to brainstorm innovative features that address the identified needs. Mapped out several user journey scenarios to visualize how users would interact with the proposed features, fostering a collaborative environment and promoting engagement through gamified learning experiences.tead, algorithms and logic-based solutions ought only provide humans with better insight so as to empower us to arrive at better solutions, faster.

Stage 3. Design Execution

  • Wireframing: Developed over 60 wireframes for various app screens, meticulously planning each element of the user interface to ensure intuitive navigation and a seamless learning experience. These wireframes served as the foundation for the app's structure, focusing on facilitating easy access to educational content and interactive features.

  • Prototyping: Utilized advanced features in Figma to create interactive prototypes, enabling realistic user interactions. Conducted live prototype demonstrations to stakeholders, providing a tangible sense of the app's look and feel, as well as its functionality.

  • UI Design: Crafted a visually appealing and accessible user interface, selecting a color palette that promotes concentration and creativity, alongside typography that improves readability across various devices. Integrated feedback from stakeholders to refine the UI, ensuring that it not only looks appealing but also aligns with educational goals.

Stage 1. User Research

Engaged with over 100 students and educators through online surveys, in-depth interviews, and virtual focus groups to gather comprehensive insights into their learning habits, preferences, and frustrations with current educational tools. This exhaustive research phase highlighted the need for more interactive and collaborative learning solutions, leading to the development of detailed user personas representing the app's target audience.

Stage 2. Ideation & Conceptualization

Led creative workshops involving stakeholders and fellow designers to brainstorm innovative features that address the identified needs. Mapped out several user journey scenarios to visualize how users would interact with the proposed features, fostering a collaborative environment and promoting engagement through gamified learning experiences.tead, algorithms and logic-based solutions ought only provide humans with better insight so as to empower us to arrive at better solutions, faster.

Stage 3. Design Execution

  • Wireframing: Developed over 60 wireframes for various app screens, meticulously planning each element of the user interface to ensure intuitive navigation and a seamless learning experience. These wireframes served as the foundation for the app's structure, focusing on facilitating easy access to educational content and interactive features.

  • Prototyping: Utilized advanced features in Figma to create interactive prototypes, enabling realistic user interactions. Conducted live prototype demonstrations to stakeholders, providing a tangible sense of the app's look and feel, as well as its functionality.

  • UI Design: Crafted a visually appealing and accessible user interface, selecting a color palette that promotes concentration and creativity, alongside typography that improves readability across various devices. Integrated feedback from stakeholders to refine the UI, ensuring that it not only looks appealing but also aligns with educational goals.

Stage 4. User Testing & Iterations

Organized a series of remote user testing sessions, employing both qualitative and quantitative methods to evaluate the app's usability and effectiveness in fostering collaborative learning. Analyzed feedback to identify patterns and areas for improvement, leading to several design iterations that enhanced user engagement and satisfaction.

Stage 5. Final Presentation and Documentation

Prepared an in-depth presentation and comprehensive documentation detailing the research findings, design rationale, user testing outcomes, and the iterative design process. Highlighted the app's potential to transform the educational landscape by making learning more interactive, engaging, and collaborative.

Prototype

根據 User Story 的線索,我針對預約訂車(有、無輸入下車地址)、常用地址設定、我的行程這四個流程進行 Wireframe 成果展示。

預約訂車設定下車地址

預約訂車設定下車地址

輸入地址的地方沒有自行帶入縣市街道
行程前可選擇付款方式
行程中會有貼心提醒係安全帶等等
行程後也能給予滿意度評論

預約訂車跳表計費

預約訂車跳表計費

可以略過輸入地址直接叫車
行程前可選擇付款方式
行程中會有貼心提醒係安全帶等等
行程後也能給予滿意度評論

無車輛通知

無車輛通知

當沒有車可承接時會跳通知告訴用戶現在沒有車唷!

新增常用地址功能

預約訂車跳表計費

可以自行新增常用路線地址,並給他一個名稱。

我的行程

我的行程

行程分類成歷史行程和預約行程,預約行程有取消訂單的功能。
可制定規則多㺵前的訂單可取消,避免亂叫車。


Mockup

版本一
版本二

結論

此專案再提發表時有獲得創辦人的正向回饋,由於公司現階段皆製作政府單位合作的公費補助派車平台,這是公司目標想推自費長照車輛的平台,這個提案,已有解決一些目前專案中體驗較差的訂車流程。

其他專案作品

Copyright 2025 by Camille Li

Copyright 2025 by Camille Li

Copyright 2025 by Camille Li