

UX Design
UI Design
Wireframing
Product Design
Role: UX/UI Designer
Tools: Figma, Procreate
Timeline: 2 months
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Overview
Task: Redesign the popular Bingo game into a smartphone application with a unique interpretation allowing users to play within the original Bingo game structure. The timeline for this project allowed about five to six weeks of work to conduct research, create lo-fi and high-fi wireframes, produce a high-fidelity prototype, and a static mockup highlighting the application.
Main Objective: Create a modern, inventive solution to the popular Bingo game by using user research skills, creating multiple levels of wireframes and prototypes, and utilizing user interaction skills to build a cohesive brand for the app.
Challenge
Many popular productivity and mental health apps don’t account for diverse cognitive needs, making tasks like organization and focus more challenging. In this project, I conceptualized an app that centers neurodivergent users so they can strengthen executive function skills through gamification and the use of reward systems.
Process
Step #1: Research & User Needs
Before adopting any features, I wanted to establish a background in executive function skills that many neurodiverse people find especially challenging.
Executive function is "mental processes needed when you have to concentrate and pay attention... these skills are essential for mental and physical health; success in school and life; and cognitive, social, and psychological development" (National Library of Medicine). From this research, I prepared seven primary focus areas that users could choose to improve their current skills:
Emotional, Physical, Interpersonal, Academic, Management Strategies, Understanding Neurodivergence, Organization

Step #3: Design System
Throughout designing, I incorporated visual elements and a color palette that portrayed a calm ambiance to encourage an engaging experience but made sure not to overwhelm users.
In my logo development, I decided to use playful but clear visual imagery and icons that would emphasize you have a "buddy" alongside you on your journey to work on tedious daily tasks.





Step #2: Functionality & Layout
My next step was managing the user task flow, information architecture, and lo-fi wireframes of the application. I workshopped different systems but chose the current layouts to provide more clarity for potential users with a spectrum of knowledge on their executive function capabilities.
Next, I developed a clear, user need statement that helped develop my first stage, low fidelity
wireframes. This allowed me to brainstorm the most important app interactions and functionalities to help reach the user’s goals efficiently.


User Need Statement:
An individual who struggles with completing routine activities needs a way to improve their planning and organization skills.
Users seek a fun and interactive system that provides daily tasks and reminders to encourage positive wellness behaviors.
Ultimately, the app will help them build stronger, more effective habits for managing their responsibilities and difficulties with executive function skills.
Step #4: Final Product
Following the required structure for this project, I initiated a task flow that lets the user pick a specific focus they would like to improve on in their current skillset. Then users can complete related tasks to improve on a category, win rewards from completing tasks, and then earn prizes to encourage more implementation of the game.



Final Takeaways