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Lobotomy

Music streaming app

Music streaming app

Project Overview

Lobotomy was my final project at FLAG. For this project, I chose to design a streaming platform focused on strengthening the connection people have with music. The platform makes it easier to discover new music, delve into favorite musical styles, and interact socially within the app itself. In Lobotomy, each genre and subgenre is treated as a community, consisting of the users who consume it. From this, the algorithm promotes what is valued within these communities.

Challenge

For those who want to delve deeper into their musical tastes, there is a significant barrier in the market due to the difficulty in searching for more specific content. Users often struggle to understand the connection between the music they chose to listen to and the subsequent recommendations made by the algorithm. Additionally, there is no specific place where they can find detailed information and music related to a particular musical style.

The main challenge was to create a platform that allows users to search for music across various and specific genres, providing an experience that deepens their connection with music. This includes access to musical communities, information about songs, artists, and styles.

Process

01

Research

I conducted a research to deeply understand the problem and the users' needs. This involved market research to identify trends and competitors, as well as UI research to analyze existing interfaces and best practices. I employed both quantitative user research methods, such as surveys and data analysis, and qualitative methods, including interviews and focus groups, to gather insights into user behaviors and perceptions. Based on the collected data, I created personas to represent different user profiles and developed a Customer Journey Map to visualize the stages and emotions users experience when interacting with the product.

02

Synthesis

03

Ideation

04

Define

05

Implementation

06

Handoff

01

Research

I conducted a research to deeply understand the problem and the users' needs. This involved market research to identify trends and competitors, as well as UI research to analyze existing interfaces and best practices. I employed both quantitative user research methods, such as surveys and data analysis, and qualitative methods, including interviews and focus groups, to gather insights into user behaviors and perceptions. Based on the collected data, I created personas to represent different user profiles and developed a Customer Journey Map to visualize the stages and emotions users experience when interacting with the product.

02

Synthesis

03

Ideation

04

Define

05

Implementation

06

Handoff

01

Research

I conducted a research to deeply understand the problem and the users' needs. This involved market research to identify trends and competitors, as well as UI research to analyze existing interfaces and best practices. I employed both quantitative user research methods, such as surveys and data analysis, and qualitative methods, including interviews and focus groups, to gather insights into user behaviors and perceptions. Based on the collected data, I created personas to represent different user profiles and developed a Customer Journey Map to visualize the stages and emotions users experience when interacting with the product.

02

Synthesis

03

Ideation

04

Define

05

Implementation

06

Handoff

Final Design Showcase

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© Copyright 2024. All rights Reserved.

Made

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