Ampelmann

Logistics

Due to confidentially reasons, I cannot elaborate on any projects specifics. 

In summary

Ampelmann had a lot of data which could be of value for their users. They requested us to help them making this data tangible and insightful. The project started with a workshop of two days in which we ideated upon the research that had been done before. We had another two days to create the wireframes and prototype for proof of concept. After validation we spent some weeks iterating upon the design while the MVP was being implemented.

My role

In this project I was mainly involved as interaction designer. While my colleagues facilitated the workshop, I was present to convert the ideas on the table into wireframes and the prototype. After the user testing, done by my colleagues, I iterated upon the prototype for a couple of weeks. This project was also the opportunity for me to try out some visual design. Therefore I made the first visual drafts within the prototype, with my colleague finalising it for MVP.

Methods

Sketching

Wireframing

Visual design

Prototyping

The process

As the work I did for this project was part of a workshop that was executed in a similar speed as the speed of a design sprint, decisions had to be made fast. These processes are always a bit of a challenge, but I do love the pace and focus, as it requires you to completely emerge into the project.

Sketch

The rough sketches were already made in the workshop. I used them as a base to ideate quickly and detail the interactions further. After the tests I got back to the drawing table to refine the interactions.

Wireframe

Since we did a lot of ideating on paper already, creating the wireframes was mostly a matter of digitalising what was already on paper. This allowed a fast assembly of the design and prototype.

Prototype

Since this prototype was used for proof of concept, there was a high business value in making it look realistic. Therefore, I tried to make the prototype as flexible as possible within the given timeframe.

Key achievements

  • Creating a realistic prototype from scratch in just one and a half day felt like quite an achievement to me. I expected the prototype to be very basic, but in that short amount of time I managed to make the wireframes, add a basic visual design and make the clickable prototype including some extra states.

Main learnings

  • Whenever you work in a project with a high pace, there is little time to make decisions. This means that you need to be quick in assessing the risks for the concept or design to set the client's expectations accordingly.

  • Even though I have a lot to learn if it comes to visual design, my colleagues appreciated the visual concept I made for this project. This made me realise how much I like making design come to life and it gave me the goal to improve my visual design skills.

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