
Crowdpleaser
Katie Kunesh (me)
High-Fidelity Mobile App Prototype
August - December 2024
Sketching
Low-Fidelity Wireframes
Design and Branding
High-Fidelity Prototype
Figma
Overview
Crowdpleaser is a high-fidelity mobile app prototype that I independently designed and developed as part of a semester-long project in an Interaction Design Studio course at the University of Maryland. The project included a collaborative video narrative with a team of my peers depicting a day in the life of a character from the perspective of their phone, showcasing how digital tools shape their daily experiences.
Crowdpleaser was designed to help users discover local concerts, connect with others who share similar concert-going interests, and share their live music experiences. The app enables users to rate and review concerts, upload media such as set lists, photos, and videos, and explore concerts and artists based on community insights.
The Problem
People who enjoy live music often face challenges when deciding whether an artist's concert is worth the investment, as there is no centralized platform offering detailed, firsthand insights. Additionally, many potential concert-goers hesitate to attend events alone, often feeling self-conscious or unsafe. Live music events play a vital role in fostering community, providing joy, and building connections.
The Goal
Crowdpleaser is designed to serve as a social platform that enhances the live music experience by enabling concert-goers to share their experiences, connect with others who share similar interests, and discover new events and artists.
To achieve these goals, the app offers the following features:
- A concert rating and reviewing system, allowing users to upload set lists and media to provide detailed insights for others
- The ability to follow other users or artists, making it easy to stay informed about their recent activity and upcoming events
- A personalized home page that recommends artists, events, and users based on individual preferences and past interactions
Personas and Scenarios
To better understand the use cases for our apps, my team and I developed diverse personas representing the app's potential user base. These fictional characters were given real-world goals, motivations, and challenges to ground each of our design processes in the user's perspective. By empathizing with these personas, I ensured that my design decisions were user-centered, prioritizing their needs and experiences at every stage of development and helping me create a product that felt intuitive and meaningful to my platform's users.


A couple of these personas included a 16-year-old high schooler named Rory and a 70-year-old retired woman named Beth. Their backgrounds and motivations steered the direction of my design to focus on creating connections and a sense of belonging.
Sketches
After developing a clear understanding of the use cases for Crowdpleaser, I began sketching designs for the app's four main pages. Using pen and paper allowed me to quickly iterate on ideas, ensuring the designs remained flexible and open to feedback and refinement. This approach also provided the opportunity to experiment with various layouts and visual hierarchies for each page.




The Process
Plan
Understand the needs of the target users through personas
Design
Sketch layouts and develop wireframes and branding
Improve
Iterate and adjust until final prototype is complete
Low-Fidelity Wireframes
Building on these sketches, I created low-fidelity wireframes in Figma to translate my concepts into a more structured format. These wireframes facilitated early feedback on the app's layout and features, helping me refine the user experience before moving into higher-fidelity designs.




High-Fidelity Prototype
Using my component library, I transformed stagnant wireframes into a high-fidelity prototype of Crowdpleaser, incorporating motion design to simulate a fully functional app experience.
This was an iterative process, gathering peer feedback at each stage to identify areas for improvement and refine both the user experience and visual design. This approach enabled me to explore multiple solutions, enhance usability, and address potential pain points early. The final high-fidelity prototype effectively captured the intended functionality, aesthetic, and user flow of Crowdpleaser, delivering a polished and cohesive representation of the app.




Branding and Component Library
Having decided the goals and layout of the app, I designed its branding. I wanted to visually channel the essence of live music events and their vibrant energy. I selected a dark purple theme with orange accents to evoke the atmosphere of concerts, which typically take place in dimly lit venues with colorful light shows. This color scheme was designed to capture the mood and excitement of concerts while encouraging users to engage with the app and its community in a way that feels both fun and authentic to the concert-going experience.
To bring my branding vision to life, I created a component library in Figma that incorporated Crowdpleaser's color scheme and typography into UI elements such as buttons, cards, and menus. This library served as a modular system for building the middle-fidelity prototype, allowing for consistent design while maintaining flexibility for iteration and refinement based on user feedback. This approach streamlined the design process, ensuring that changes could be implemented efficiently without compromising the app's cohesive visual identity.



