Design Research: Miami University Recreation,
Case Study & Mobile App Prototype
The Research
In a course focused on design research methods, the requirements for this project involved identifying a problem in a nearby community that could be solved by creating a design solution. Two weeks were spent conducting group research on our selected problem, through a variety of methods including field notes and observations, literature review, informed consent surveys and interviews, empathy mapping, and competitor research. This was an eye-opening experience highlighting the numerous layers of research that contribute to any successful design and the factors that contribute to user experience; I am now equipped with a variety of methods that I can use for future projects.
The Prototype
Through designing my prototype, I became more familiar with wireframing tools and how to prioritize features to create a minimal viable product, both essential for enhancing UX. I had to put myself in the user's shoes and think about their goals, pain points, and how they would interact with the product. Although the prototype was created independently on a rapid timeline due to the nature of the course, I was forced to quickly become proficient in Figma and create a design that is both easy to navigate and aesthetically pleasing while following Miami University’s strict branding guidelines.
Interactive Prototype HERE!







The Case Study
At the end of the project, all of my research, results, design process, and final product and conclusions were compiled into a case study, offering a comprehensive look at the methods and their outcomes. This allowed me to connect each portion of the process and feel a greater sense of pride knowing that I have gained valuable real-world design research experience.