UX/UI DESIGN | 2017Blimp

CARIBBEAN
CINEMAS

CARIBBEAN CINEMAS

CARIBBEAN
CINEMAS

An image of a person holding an iPhone, on the screen, you can see a the of Caribean Cinemas App.

WHAT?

Caribbean Cinemas is a chain of movie theaters that is located in Puerto Rico, Canada, and the Caribbean. It is the only major theater chain in Puerto Rico as of 2005.

As part of my role, I designed an app that allows users to discover their favorite films, search for theatres nearby, and purchase tickets online for Caribbean Cinemas shows.

A perspective view of the app showing the app front page and a subpage.
01_cc_movie
02_cc_theaters
04_cc_theaters
05_cc_tickets_wallet
06_cc_ticket_detail
03_cc_audience

OVERVIEW

Our goal was to design an easy-to-use app where customers can watch trailers, get movie times, buy tickets in advance, and pick them up without standing in line.

As a product designer for this project, I started gathering data and insights by evaluating their previous app. I also read their feedback and learned about their users pain points and frustrations to define the problem we need to solve.

Once in the Define phase. We started working on the user flows and site maps to get a clear perspective of the global experience. Each step that the users take to complete every task was covered in detail. I created abstract concepts for every page of the app. For a clear understanding of how to present and gather feedback from clients, all pages included instructions and functionalities.

Once we got the client's approval of the concept, we started creating all the wireframes of every page to have a visual guide representing the app's skeletal framework.

To target possible problems and redefine the final product, I prototyped and tested the app with users.

There was no budget and time for this project to do proper UX research, so I started by evaluating their previous app and reading customers' feedback on the app stores to learn a bit about their pain points and frustrations.

Once I finished learning about the customers, I started defining the user flows and site map to get a clear perspective of the global experience and to cover each step that the users take to complete every task.

I created abstract concepts for every page of the app. All pages were supported with instructions and functionalities for a clear understanding to present and gather feedback from the client.

Once I got the client's approval of the concept, I started creating all the wireframes of every page to have a visual guide to represent the app's skeletal framework.

I prototyped and tested the app to targeted possible problems until I came with the final flow and then started designing the UI (User Interface) and then the Art Direction until the final product.

There was no budget and time for this project to do proper UX research, so I started by evaluating their previous app and reading customers' feedback on the app stores to learn a bit about their pain points and frustrations.

Once I finished learning about the customers, I started defining the user flows and site map to get a clear perspective of the global experience and to cover each step that the users take to complete every task.

I created abstract concepts for every page of the app. All pages were supported with instructions and functionalities for a clear understanding to present and gather feedback from the client.

Once I got the client's approval of the concept, I started creating all the wireframes of every page to have a visual guide to represent the app's skeletal framework.

I prototyped and tested the app to targeted possible problems until I came with the final flow and then started designing the UI (User Interface) and then the Art Direction until the final product.

There was no budget and time for this project to do proper UX research, so I started by evaluating their previous app and reading customers' feedback on the app stores to learn a bit about their pain points and frustrations.

Once I finished learning about the customers, I started defining the user flows and site map to get a clear perspective of the global experience and to cover each step that the users take to complete every task.

I created abstract concepts for every page of the app. All pages were supported with instructions and functionalities for a clear understanding to present and gather feedback from the client.

Once I got the client's approval of the concept, I started creating all the wireframes of every page to have a visual guide to represent the app's skeletal framework.

I prototyped and tested the app to targeted possible problems until I came with the final flow and then started designing the UI (User Interface) and then the Art Direction until the final product.

There was no budget and time for this project to do proper UX research, so I started by evaluating their previous app and reading customers' feedback on the app stores to learn a bit about their pain points and frustrations.

Once I finished learning about the customers, I started defining the user flows and site map to get a clear perspective of the global experience and to cover each step that the users take to complete every task.

I created abstract concepts for every page of the app. All pages were supported with instructions and functionalities for a clear understanding to present and gather feedback from the client.

Once I got the client's approval of the concept, I started creating all the wireframes of every page to have a visual guide to represent the app's skeletal framework.

I prototyped and tested the app to targeted possible problems until I came with the final flow and then started designing the UI (User Interface) and then the Art Direction until the final product.

UNDER THE HOOD

7.0.0-Schematic Diagram
6.0.0-Schematic Diagram
userflow_imgs
userflow_imgs
Movies
4.0.0 Theaters
4.0.1 City Expanded
5.0.0 Audience
6.0.0 Seats
10.1.0 Theaters_movies
11.0.0 Tickets
11.1.0 TIcket Details