WhatMo
WhatMo is a social ticketing app, in which allows users to meet new people while purchasing tickets to events. The platform offers both a web application and mobile app, downloadable on android and IOS.
01
Problem Statement
Currently ticketing platforms within the market are detached from the users themselves. In general a lack in personal touches are present - translating to the user interface and experience.
Purchasing tickets should also be a part of the party rather than a separate entity - bringing users together before they attend the event.
02
Solution
Integrating a social aspect to the ticketing platform, allowing users to generate organic interactions with the app rather than solely for purchasing tickets.
03
Competitive Analysis
I conducted a competitive analysis of existing products some of which are Fatsoma and Skiddle, two of the top ticketing platforms within the market.
Strengths
Fatsoma allows events to be displayed within both the mobile and web application
Both platforms maintain a consistent theme that embodies the business brand
Established reputation and user base
Weaknesses
It can be overwhelming for new users due to the influx of pages and features within the Fatsoma web platform
Neither platform allows tickets to be scanned through the mobile application
Both fail to integrate an appealing User interface with the selected design trends
04
Result
The user flow highlights the different pathways a user can take when trying to navigate WhatMo app. The app employs a simple and straightforward navigation system that allows users to move effortlessly between different sections and features, ensuring a smooth and enjoyable user experience. The chosen design trend in this instance was Neo Brutalism which encapsulates the WhatMo brand - reflecting the emphasis on bright colour usage, embodying the theme of partying.