UX-DESIGN CASE
Paysafecard Online Payment App
Design Concept - UX Design
Design Concept - UX Design
Project Description
Paysafecard is a prepaid online payment system based on vouchers with
PIN code.
During my 2 year experience at paysafecard company as Lead UX Designer,
I was responsible for the Re-Design of the Native App.
I was responsible for the Re-Design of the Native App.
I created a design concept, and participated in all phases of product life-cycle,
from understanding and discovering requirements, user research to creating
User Flows, Journey Maps, Personas, Prototypes, Design Iterations and Final Designs.
from understanding and discovering requirements, user research to creating
User Flows, Journey Maps, Personas, Prototypes, Design Iterations and Final Designs.
During this long term project new product features came to life such as
Direct Payment, paysafe Mastercard and Google Play.
Direct Payment, paysafe Mastercard and Google Play.
I created design implementations for new features by keeping consistency
of the product across iOS-Android platforms and website.
of the product across iOS-Android platforms and website.
App Features
Online Payment by Google Play, Amazon etc.
psc Direct: (top up account directly at sales outlets)
Built-in QR Scanner for psc PINs
Check Balance-Transactions
paysafecard Mastercard
Find Sales Outlets
Scan to pay
psc Direct: (top up account directly at sales outlets)
Built-in QR Scanner for psc PINs
Check Balance-Transactions
paysafecard Mastercard
Find Sales Outlets
Scan to pay
BEFORE AFTER
IMPACT
•25% Increased Conversion Rate by redesign of the checkout process
•40% Enhanced Customer Engagement by the improved navigation and interface
•30%Boosted User Retention by redesigned the onboarding-sign up experience
•20%Reduced Bounce Rate by with improved visual hierarchy, compelling call-to actions
•Reduced customer service calls
•40% Enhanced Customer Engagement by the improved navigation and interface
•30%Boosted User Retention by redesigned the onboarding-sign up experience
•20%Reduced Bounce Rate by with improved visual hierarchy, compelling call-to actions
•Reduced customer service calls
METHODOLOGIES
USER JOURNEY MAP
FINAL SCREENS
Paysafecard AR-App
Concept & Design
Project Description
PROBLEM
According to the marketing analysis we found out that Paysafecard need more attraction especially for games channel and young gamer customers.
MY ROLE
To address this problem, I proposed an AR app concept
featuring three distinct use cases aimed at engaging and attracting gamers.
featuring three distinct use cases aimed at engaging and attracting gamers.
The concept targeted gamer tribes focused on achievement, mission, discovery,
and action, promoting the use of Paysafecard products. The engagement activities,
including mission-based gameplay and live event interactions during ESL and Gamescom
planned to draw in more gamers.
and action, promoting the use of Paysafecard products. The engagement activities,
including mission-based gameplay and live event interactions during ESL and Gamescom
planned to draw in more gamers.
I developed the entire concept and design proposal.
My concept won an award within the company and was selected as the most innovative marketing project.
My concept won an award within the company and was selected as the most innovative marketing project.
USE CASES
1.Use Case: AR for Printed Media
My idea was to use Paysafecard blister cards or any printed material with the company logo to trigger the AR app, transforming game-related content into real experiences. By scanning printed materials, users could quickly access game-related content on the Paysafecard website, such as promotions, events, and videos, as well as navigate to find DirectLoad sale outlet locations in the city.
2.Use Case: Interactive Games
A location-based AR mission game where users search for Paysafecard collectibles on the streets to win gifts or PINs for online gaming payments. Players can also invite friends from social media to join the hunt.
We used the concept with game characters on
real life locations for video add “Get into the Game„
https://www.youtube.com/watch?v=SJccGIyafJA
real life locations for video add “Get into the Game„
https://www.youtube.com/watch?v=SJccGIyafJA
3.Use Case: Gaming Events
During ESL and Gamescom Events, the app integrates event locations into the interface, allowing users to effortlessly follow Paysafecard events, share with friends, find Paysafecard booths, and access event-specific promotions or minigames to create a more immersive and exciting experience for gamers
Zazen Mental Health App
Concept - UX Design
Concept - UX Design
Zazen is a daily selfcare and mental health app designed to help users to
incorporate mindfulness into their daily lives.
incorporate mindfulness into their daily lives.
The project‘s primary objective was to create an intuitive and user-centric
experience that encourages mindfulness through meditation, relaxation
exercises, and personal growth activities.
experience that encourages mindfulness through meditation, relaxation
exercises, and personal growth activities.
MY ROLE
I was responsible for Strategy, Research, Analyse, Synthesis, Journey Maps,
Information Architecture, Prototypes and the final design.
Information Architecture, Prototypes and the final design.
My deep interest in psychology and cognitive processes enriched my approach
and contribute effectively to product development.
and contribute effectively to product development.
I was particularly engaged in uncovering why users loose interest in similar
apps over time, which influenced my design decisions. By focusing on more
personalized, user-centric experiences, both in content and interface design,
I aimed to enhance long-term user retention and satisfaction.
apps over time, which influenced my design decisions. By focusing on more
personalized, user-centric experiences, both in content and interface design,
I aimed to enhance long-term user retention and satisfaction.
GOALS
• Approachable and simple content delivery
• Personalisation for user experience
• User centered design, easy to understand
• Keep users motivated for regular long term usage of the app
• Easy access for user spesific information
• AAbility to edit custom features and activities, saving and creating archives
or content also for offline or external usageatures and activities
• Personalisation for user experience
• User centered design, easy to understand
• Keep users motivated for regular long term usage of the app
• Easy access for user spesific information
• AAbility to edit custom features and activities, saving and creating archives
or content also for offline or external usageatures and activities
RESEARCH PHASE
Research Objectives:
Defining and understanding the Target Audience
Conducted surveys and interviews with potential users to understand :
• The specific needs, expectations and goals of individuals seeking mental health support through a mobile app.
• Analyzed competitors apps to identify strengths and weaknesses.
• Created user personas based on research findings.
Defining and understanding the Target Audience
Conducted surveys and interviews with potential users to understand :
• The specific needs, expectations and goals of individuals seeking mental health support through a mobile app.
• Analyzed competitors apps to identify strengths and weaknesses.
• Created user personas based on research findings.
User Needs Assessment:
• User Preferences: Identify user preferences regarding app features, design, and
content that would enhance their experience.
• Content Relevance: Determine the types of mental health content
(articles,exercises, meditations, etc.) that resonate most with users.
content that would enhance their experience.
• Content Relevance: Determine the types of mental health content
(articles,exercises, meditations, etc.) that resonate most with users.
GOALS
INFORMATION ARCHITECTURE
FINAL SCREEN DESIGNS