Ikanos Lifeboard

Projects Ikanos Consulting: LifeBoard and Pro Series

LifeBoard and Pro Series

Ikanos Consulting are a Nottingham-based software house specialising in applications for wearable technology. I joined to design the software experience for the Golden-i – a hands-free headset computer controlled entirely by voice commands and head gestures. No touchscreen, no keyboard, no mouse. Just your voice and your head.

I worked across two distinct but connected products: LifeBoard, a customisable consumer-facing dashboard for the headset, and the Pro Series – a suite of purpose-built applications for paramedics, police officers and firefighters.

LifeBoard was announced at CES 2013 in Las Vegas alongside the launch of the Golden-i Gen 3.8 headset, covered by outlets including SlashGear, the Daily Mail and Verizon’s own news platform – and the concept I created holds a patent in my name.

My role

I worked on the creation and design of multiple services, including Paramedic Pro, Police Pro, Firefighter Pro and LifeBoard.

My involvement spanned the full design process – from initial whiteboarding and concept development through to user flows, wireframes, full UI design and prototyping. I also worked closely with the marketing team on the websites and social media campaign in the build-up to CES 2013.

User research Whiteboarding User flows Wireframing User interface design Prototyping Brand design Icon design Voice User Interface (VUI) considerations Wearable / Heads-Up Display (HUD) interface design Hardware-constrained interface design Web design Social media design Patent-holding product conception

Key challenges:

No precedent to work from

Challenge

Designing for a hands-free, voice-controlled headset computer was genuinely uncharted territory.

There were no direct competitors to benchmark against and no established design patterns to lean on.

Solution

We ran extensive user research sessions from the ground up, observing how people naturally interacted with the designs and iterating based on real feedback rather than assumptions.

Every decision was evidence-led because it had to be.

Key challenges:

Designing without touch

Challenge

Every single interaction had to work without a screen tap, swipe or click.

Voice commands and head gestures were the only input methods available – in environments where users couldn’t afford to think twice about how to operate the device.

Solution

I stripped the interface back to its simplest possible form, designing clear visual hierarchy and large readable elements that worked at a glance.

Navigation logic was built around natural head movement and short, memorable voice commands.

Key challenges:

One platform, multiple professions

Challenge

The Pro Series needed to serve paramedics, police officers and firefighters (and more) – three groups with completely different workflows, priorities and working conditions, all on the same underlying hardware.

Solution

I designed a shared core interface logic across all three apps, then tailored the features, terminology and visual language to each profession.

Consistency where it helped, specificity where it mattered.

Key challenges:

Information density vs clarity

Challenge

LifeBoard needed to surface calendars, news, documents, email and video calls across up to six screens – all readable on a near-eye display worn on your face, potentially while moving.

Solution

The layout was built around the concept of users being “submerged” into their own content without being overwhelmed.

Whiteboarding sessions helped establish how much information could realistically live on screen at once before it became noise rather than signal.

Golden-iOS v1.0

Generating new ideas. Solving big problems

We created a sophisticated user interface and a comprehensive set of built-in applications to go with it – this set of applications was called the Pro Series.

The hardware

The Golden-i is a head-worn computer with a near-eye virtual display – effectively a 15-inch screen floating in your field of view. It runs on voice recognition and nine-axis head-tracking, with a built-in camera, noise-cancelling microphones and support for WiFi, Bluetooth and 4G. The HC1 was the rugged industrial model; the Gen 3.8 was lighter, faster and more refined – the one we were designing for at CES.

Designing for this hardware meant throwing out most of what you’d normally reach for. No tapping, no swiping, no hovering. Every interaction had to work hands-free, in potentially high-pressure environments, for users who couldn’t afford to be distracted.

Micro display Full Color, SVGA, Transmissive TFT (800 x 600) Micro-Display: Full virtual 15-inch laptop monitor with 32-degree field-of-view positioned below your line of sight 
Speech recognition 98-99% accuracy, natural language software, supports 6 languages 
Power Standard Battery: Rechargeable Lithium Ion 3.7V, 1950 mAhExtended Life Battery: Rechargeable Lithium Ion 3.7V, 4800 mAh 
User environment 4 ft. drop to concrete over operational temperature and IP65 dust/water seal 
Gesture control 9-axis tracking and gesture module (accelerometer, gyroscope, and digital compass) 
CPU Texas Instruments OMAP 3730 Series Dual-core Processor, 800 MHz, 3D Graphic Accelerator 
Noise cancellation Active, ambient noise-cancellation (Dual Microphones) 
MicroSD card User accessible MicroSD card slot (Support for up to 32 GB) 
Connectivity WLAN (802.11 b/g), Bluetooth 2.1, and USB (2.0, OTG host/client) 
Operating system Microsoft Windows CE 6.0 Professional. Memory: 512MB RAM; 512 MB Flash 

Ideation

Whiteboarding

The initial concept for LifeBoard started on the whiteboard. The idea was that users would be submerged into their own personalised dashboard – three screens visible on the homepage at any one time, with the ability to navigate freely from there.

By using head tracking, users could move their head whilst wearing the headset, look directly at the screen they wanted, and say the word linked to that screen to activate it.

LifeBoard – Consumer product

Control what’s important in your life

LifeBoard was the consumer product – a customisable skin for the Gi-OS operating system that let users configure up to six personal screens and navigate between them by voice. Think of it as a personalised dashboard you wear on your face.

There was no real precedent for this. Competitor research wasn’t an option when nothing quite like it existed, so we leaned heavily on user research sessions – watching how people interacted with the designs, making notes, iterating.

Access files and documents
Watch videos
Latest news and updates
Browse the web

LifeBoard

Interface designs

LifeBoard also included Ask Ziggy – a speech-driven virtual assistant that let users send messages, make calls, set reminders and browse the web, all by talking to the device.

Logo concepts

The logo and brand identity for LifeBoard also came out of this phase, keeping things simple enough to hint at the concept without overexplaining it.

Icons:

Pro Series

The Pro Series took the same platform and tailored it for three specific professions (with more on the horizon) – each with their own demands, workflows and high-stakes environments.

Pro Series:

Paramedic Pro

Paramedics could access patient records, view maps, stream live video and communicate directly with A&E teams while en route. The direct video link between the field and the emergency room meant doctors could start prepping before the patient arrived.

Access full-screen documents
View maps or use GPS
Stream live video
Discuss options with associates

Interface designs

Pro Series:

Police Pro

Officers could record incidents, view live feeds from other headsets, scan licence plates, identify suspects using facial recognition and pull up floor plans and GPS coordinates – all without touching a device. One headset replacing several.

Remotely control other devices
Receive alerts from motion sensors
Monitor basic vital signs
Identify suspects using facial recognition
Scan license plates instantly
Call up floor plans and GPS coordinates

Interface designs

Pro Series:

Firefighter Pro

Firefighters could navigate unknown environments using GPS and floor plans, monitor crew locations, and use the headset’s infrared camera to see through smoke and walls. In situations where seconds matter, having that information hands-free was the point.

Command and control
Navigate through unknown environments
Monitor crew and surroundings
On-site video streaming

Interface designs

CES 2013

Building the buzz

In the build-up to CES 2013, I worked closely with the marketing team to create web banners and build out two websites – the main Ikanos site and the mygoldeni.com parallax site – alongside a social media campaign designed to tease upcoming features and build anticipation ahead of the show.

The HC1 and Gen 3.8 headsets were both on display at CES, along with the full Pro Series and LifeBoard – giving the work a genuine international stage.

mygoldeni.com

ikanosconsulting.com

LifeBoard and Pro Series

Ikanos Consulting are a Nottingham-based software house specialising in applications for wearable technology. I joined to design the software experience for the Golden-i – a hands-free headset computer controlled entirely by voice commands and head gestures. No touchscreen, no keyboard, no mouse. Just your voice and your head.

I worked across two distinct but connected products: LifeBoard, a customisable consumer-facing dashboard for the headset, and the Pro Series – a suite of purpose-built applications for paramedics, police officers and firefighters.

LifeBoard was announced at CES 2013 in Las Vegas alongside the launch of the Golden-i Gen 3.8 headset, covered by outlets including SlashGear, the Daily Mail and Verizon’s own news platform – and the concept I created holds a patent in my name.

My role

I worked on the creation and design of multiple services, including Paramedic Pro, Police Pro, Firefighter Pro and LifeBoard.

My involvement spanned the full design process – from initial whiteboarding and concept development through to user flows, wireframes, full UI design and prototyping. I also worked closely with the marketing team on the websites and social media campaign in the build-up to CES 2013.

User research Whiteboarding User flows Wireframing User interface design Prototyping Brand design Icon design Voice User Interface Wearable display design Web design Social media design Patented product conception

Key challenges:

No precedent to work from

Challenge

Designing for a hands-free, voice-controlled headset computer was genuinely uncharted territory.

There were no direct competitors to benchmark against and no established design patterns to lean on.

Solution

We ran extensive user research sessions from the ground up, observing how people naturally interacted with the designs and iterating based on real feedback rather than assumptions.

Every decision was evidence-led because it had to be.

Key challenges:

Designing without touch

Challenge

Every single interaction had to work without a screen tap, swipe or click.

Voice commands and head gestures were the only input methods available – in environments where users couldn’t afford to think twice about how to operate the device.

Solution

I stripped the interface back to its simplest possible form, designing clear visual hierarchy and large readable elements that worked at a glance.

Navigation logic was built around natural head movement and short, memorable voice commands.

Key challenges:

One platform, multiple professions

Challenge

The Pro Series needed to serve paramedics, police officers and firefighters (and more) – three groups with completely different workflows, priorities and working conditions, all on the same underlying hardware.

Solution

I designed a shared core interface logic across all three apps, then tailored the features, terminology and visual language to each profession.

Consistency where it helped, specificity where it mattered.

Key challenges:

Information density vs clarity

Challenge

LifeBoard needed to surface calendars, news, documents, email and video calls across up to six screens – all readable on a near-eye display worn on your face, potentially while moving.

Solution

The layout was built around the concept of users being “submerged” into their own content without being overwhelmed.

Whiteboarding sessions helped establish how much information could realistically live on screen at once before it became noise rather than signal.

Key challenges:

Generating new ideas. Solving big problems

We created a sophisticated user interface and a comprehensive set of built-in applications to go with it – this set of applications was called the Pro Series.

The hardware

The Golden-i is a head-worn computer with a near-eye virtual display – effectively a 15-inch screen floating in your field of view. It runs on voice recognition and nine-axis head-tracking, with a built-in camera, noise-cancelling microphones and support for WiFi, Bluetooth and 4G. The HC1 was the rugged industrial model; the Gen 3.8 was lighter, faster and more refined – the one we were designing for at CES.

Designing for this hardware meant throwing out most of what you’d normally reach for. No tapping, no swiping, no hovering. Every interaction had to work hands-free, in potentially high-pressure environments, for users who couldn’t afford to be distracted.

Micro display Full Color, SVGA, Transmissive TFT (800 x 600) Micro-Display: Full virtual 15-inch laptop monitor with 32-degree field-of-view positioned below your line of sight 
Speech recognition 98-99% accuracy, natural language software, supports 6 languages 
Power Standard Battery: Rechargeable Lithium Ion 3.7V, 1950 mAhExtended Life Battery: Rechargeable Lithium Ion 3.7V, 4800 mAh 
User environment 4 ft. drop to concrete over operational temperature and IP65 dust/water seal 
Gesture control 9-axis tracking and gesture module (accelerometer, gyroscope, and digital compass) 
CPU Texas Instruments OMAP 3730 Series Dual-core Processor, 800 MHz, 3D Graphic Accelerator 
Noise cancellation Active, ambient noise-cancellation (Dual Microphones) 
MicroSD card User accessible MicroSD card slot (Support for up to 32 GB) 
Connectivity WLAN (802.11 b/g), Bluetooth 2.1, and USB (2.0, OTG host/client) 
Operating system Microsoft Windows CE 6.0 Professional. Memory: 512MB RAM; 512 MB Flash 

Ideation:

Whiteboard

The initial concept for LifeBoard started on the whiteboard. The idea was that users would be submerged into their own personalised dashboard – three screens visible on the homepage at any one time, with the ability to navigate freely from there.

By using head tracking, users could move their head whilst wearing the headset, look directly at the screen they wanted, and say the word linked to that screen to activate it.

LifeBoard – Customer product

Control what’s important in your life

LifeBoard was the consumer product – a customisable skin for the Gi-OS operating system that let users configure up to six personal screens and navigate between them by voice. Think of it as a personalised dashboard you wear on your face.

There was no real precedent for this. Competitor research wasn’t an option when nothing quite like it existed, so we leaned heavily on user research sessions – watching how people interacted with the designs, making notes, iterating.

Access files and documents
Watch videos
Latest news and updates
Browse the web

LifeBoard:

Interface designs

LifeBoard also included Ask Ziggy – a speech-driven virtual assistant that let users send messages, make calls, set reminders and browse the web, all by talking to the device.

Logo concepts

The logo and brand identity for LifeBoard also came out of this phase, keeping things simple enough to hint at the concept without overexplaining it.

Icons:

Pro Series

The Pro Series took the same platform and tailored it for three specific professions (with more on the horizon) – each with their own demands, workflows and high-stakes environments.

Pro Series:

Paramedic Pro

Paramedics could access patient records, view maps, stream live video and communicate directly with A&E teams while en route. The direct video link between the field and the emergency room meant doctors could start prepping before the patient arrived.

Access full-screen documents
View maps or use GPS
Stream live video
Discuss options with associates

Paramedic Pro:

Interface designs

Pro Series:

Police Pro

Officers could record incidents, view live feeds from other headsets, scan licence plates, identify suspects using facial recognition and pull up floor plans and GPS coordinates – all without touching a device. One headset replacing several.

Remotely control other devices
Receive alerts from motion sensors
Monitor basic vital signs
Identify suspects using facial recognition
Scan license plates instantly
Call up floor plans and GPS coordinates

Police Pro:

Interface designs

Pro Series:

Firefighter Pro

Firefighters could navigate unknown environments using GPS and floor plans, monitor crew locations, and use the headset’s infrared camera to see through smoke and walls. In situations where seconds matter, having that information hands-free was the point.

Command and control
Navigate through unknown environments
Monitor crew and surroundings
On-site video streaming

Firefighter Pro:

Interface designs

CES 2013:

Building the buzz

In the build-up to CES 2013, I worked closely with the marketing team to create web banners and build out two websites – the main Ikanos site and the mygoldeni.com parallax site – alongside a social media campaign designed to tease upcoming features and build anticipation ahead of the show.

The HC1 and Gen 3.8 headsets were both on display at CES, along with the full Pro Series and LifeBoard – giving the work a genuine international stage.

mygoldeni.com

ikanosconsulting.com

See Tickets Mobile Site

Projects See Tickets: Mobile site revamp

Mobile site revamp

See Tickets is one of the largest ticketing platforms in Europe. When I joined, their mobile experience was – bluntly – just the desktop site loaded on a phone.

Users were pinching and zooming to tap links the size of a fingernail, trying to buy gig tickets on their commute. It wasn’t working. I redesigned the mobile site from scratch, creating a fully dynamic, responsive experience across iOS, Android and Windows that reduced the average ticket-buying process by over 7 minutes – a 76% improvement in processing time.

My role

I was the sole UX/UI designer on the project, responsible for the full end-to-end redesign of the See Tickets mobile site. That covered user research, Google Analytics analysis, user flows, wireframes, prototyping and the final UI.

I worked within the See Tickets brand but had creative freedom to do what was best for the experience, using current mobile UX patterns and responsive design principles throughout.

User research Google Analytics Affinity mapping Competitive analysis User flows Wireframing Prototyping Responsive web design Geolocation-based personalisation Mobile UI design Notification design Checkout flow optimisation

Key challenges:

A desktop site pretending to be a mobile site

Challenge

The existing mobile site was literally the desktop site scaled down to fit a phone screen. Touch targets were tiny, links were impossible to tap accurately with a finger, and the layout gave no consideration to how people actually use their phones.

Solution

I redesigned every screen from the ground up with mobile-first thinking.

Touch targets were sized correctly, layouts were restructured for vertical scrolling, and every interaction was reconsidered for a one-handed, on-the-go user.

Key challenges:

Buying tickets is time-sensitive

Challenge

Ticket purchasing isn’t a casual experience – popular events sell out fast, and a slow or frustrating checkout means lost sales.

The previous process took users an average of 10 minutes from search to confirmation.

Solution

I streamlined the entire user flow, focusing specifically on the areas where Google Analytics showed the highest drop-off rates.

For logged-in users with saved card details, the process from finding an event to completing purchase came down to four clicks. After launch, the average processing time dropped from 10 minutes to under 3 – a 76% improvement.

Key challenges:

Making the experience feel personal

Challenge

A generic list of events isn’t useful when you’re on your phone in Leicester wondering what’s on this weekend.

The site needed to surface relevant content without the user having to dig for it.

Solution

I integrated geolocation so the site automatically surfaced events within a set radius of the user’s location. Users could also favourite artists and genres, which the homepage used to personalise results on return visits.

Notification opt-ins meant users never missed a ticket sale for an event they’d saved.

Key challenges:

Preventing drop-off at checkout

Challenge

Tickets held in a basket but never purchased was a real problem – both for users who forgot and for bots bulk-buying stock.

Solution

I introduced a 5-minute checkout timer. If a purchase wasn’t completed, tickets were released back into the pool.

This kept inventory accurate and created a genuine sense of urgency that actually helped conversion rather than hurting it.

Ideation:

Research

Before touching a single wireframe I dug into the data. I timed the full user journey – from searching for an event through to receiving confirmation – to establish a baseline average.

I analysed Google Analytics to identify where users were regularly dropping off, and used those pain points to prioritise what to fix first.

I also produced process flows and wireframes to share with stakeholders and the customer service team, using their feedback to refine the designs before development began.

Wireframes:

Location screen

On first visit, users are asked whether the site can access their location – keeping events relevant to wherever they are in the world. A search bar gave an alternative for anyone searching a specific city or area.

Wireframes:

Sign up and login

Users could browse freely without an account, but needed to log in or sign up at the point of purchase.

Creating an account unlocked favourites, saved details and a faster checkout – all of which made the time-sensitive process of buying tickets considerably less stressful.

Wireframes:

Homescreen

The home screen was split into filterable sections – date range, location and event type – with results updating dynamically as filters changed.

Events loaded infinitely, with the ability to favourite individual events for quick access later. Favouriting an event also triggered optional notifications for ticket sales and low availability alerts.

Wireframes:

Filtering and search results

Users could narrow results by date range, events happening that day, the next day or at the weekend. Geolocation pulled in events within a set radius, and saved artist preferences were used to personalise the homepage feed automatically.

Wireframes:

Tracking and despatch

For orders already placed, a dedicated tracking area showed the current status of ticket despatch with a progress bar, alongside FAQs covering common delivery queries.

Wireframes:

Tour page

The tour page let users select their preferred date and venue for an event, with swipeable promotional images and videos. A Similar Artists section at the bottom encouraged further browsing and discovery.

Wireframes:

Event page

Users selected their ticket quantity and were shown supporting information – seating plan, venue location and directions – all in one place before adding to their basket.

Wireframes:

Checkout

Saved card details meant returning users could complete their purchase in a single tap. New users filled in their details once, with those saved for next time. The 5-minute timer kept the process focused and inventory clean.

Outcomes:

The results

%

The numbers speak for themselves. Before the redesign, the average time from searching for an event to receiving a confirmation was 10 minutes.

After launching the new mobile site, that figure dropped to under 3 minutes – a 76% reduction in processing time.

Mobile site revamp

See Tickets is one of the largest ticketing platforms in Europe. When I joined, their mobile experience was – bluntly – just the desktop site loaded on a phone.

Users were pinching and zooming to tap links the size of a fingernail, trying to buy gig tickets on their commute. It wasn’t working. I redesigned the mobile site from scratch, creating a fully dynamic, responsive experience across iOS, Android and Windows that reduced the average ticket-buying process by over 7 minutes – a 76% improvement in processing time.

My role

I was the sole UX/UI designer on the project, responsible for the full end-to-end redesign of the See Tickets mobile site. That covered user research, Google Analytics analysis, user flows, wireframes, prototyping and the final UI.

I worked within the See Tickets brand but had creative freedom to do what was best for the experience, using current mobile UX patterns and responsive design principles throughout.

User research Google Analytics Affinity mapping Competitive analysis User flows Wireframing Prototyping Responsive web design Geolocation-based personalisation Mobile UI design Notification design Checkout flow optimisation

Key challenges:

A desktop site pretending to be a mobile site

Challenge

The existing mobile site was literally the desktop site scaled down to fit a phone screen. Touch targets were tiny, links were impossible to tap accurately with a finger, and the layout gave no consideration to how people actually use their phones.

Solution

I redesigned every screen from the ground up with mobile-first thinking.

Touch targets were sized correctly, layouts were restructured for vertical scrolling, and every interaction was reconsidered for a one-handed, on-the-go user.

Key challenges:

Buying tickets is time-sensitive

Challenge

Ticket purchasing isn’t a casual experience – popular events sell out fast, and a slow or frustrating checkout means lost sales.

The previous process took users an average of 10 minutes from search to confirmation.

Solution

I streamlined the entire user flow, focusing specifically on the areas where Google Analytics showed the highest drop-off rates.

For logged-in users with saved card details, the process from finding an event to completing purchase came down to four clicks. After launch, the average processing time dropped from 10 minutes to under 3 – a 76% improvement.

Key challenges:

Making the experience feel personal

Challenge

A generic list of events isn’t useful when you’re on your phone in Leicester wondering what’s on this weekend.

The site needed to surface relevant content without the user having to dig for it.

Solution

I integrated geolocation so the site automatically surfaced events within a set radius of the user’s location. Users could also favourite artists and genres, which the homepage used to personalise results on return visits.

Notification opt-ins meant users never missed a ticket sale for an event they’d saved.

Key challenges:

Preventing drop-off at checkout

Challenge

Tickets held in a basket but never purchased was a real problem – both for users who forgot and for bots bulk-buying stock.

Solution

I introduced a 5-minute checkout timer. If a purchase wasn’t completed, tickets were released back into the pool.

This kept inventory accurate and created a genuine sense of urgency that actually helped conversion rather than hurting it.

Ideation:

Research

Before touching a single wireframe I dug into the data. I timed the full user journey – from searching for an event through to receiving confirmation – to establish a baseline average.

I analysed Google Analytics to identify where users were regularly dropping off, and used those pain points to prioritise what to fix first.

I also produced process flows and wireframes to share with stakeholders and the customer service team, using their feedback to refine the designs before development began.

Wireframes:

Location screen

On first visit, users are asked whether the site can access their location – keeping events relevant to wherever they are in the world. A search bar gave an alternative for anyone searching a specific city or area.

Wireframes:

Sign up and login

Users could browse freely without an account, but needed to log in or sign up at the point of purchase.

Creating an account unlocked favourites, saved details and a faster checkout – all of which made the time-sensitive process of buying tickets considerably less stressful.

Wireframes:

Homescreen

The home screen was split into filterable sections – date range, location and event type – with results updating dynamically as filters changed.

Events loaded infinitely, with the ability to favourite individual events for quick access later. Favouriting an event also triggered optional notifications for ticket sales and low availability alerts.

Wireframes:

Filtering and search results

Users could narrow results by date range, events happening that day, the next day or at the weekend. Geolocation pulled in events within a set radius, and saved artist preferences were used to personalise the homepage feed automatically.

Wireframes:

Tracking and despatch

For orders already placed, a dedicated tracking area showed the current status of ticket despatch with a progress bar, alongside FAQs covering common delivery queries.

Wireframes:

Tour page

The tour page let users select their preferred date and venue for an event, with swipeable promotional images and videos. A Similar Artists section at the bottom encouraged further browsing and discovery.

Wireframes:

Event page

Users selected their ticket quantity and were shown supporting information – seating plan, venue location and directions – all in one place before adding to their basket.

Wireframes:

Checkout

Saved card details meant returning users could complete their purchase in a single tap. New users filled in their details once, with those saved for next time. The 5-minute timer kept the process focused and inventory clean.

Outcomes:

The results

%

The numbers speak for themselves. Before the redesign, the average time from searching for an event to receiving a confirmation was 10 minutes.

After launching the new mobile site, that figure dropped to under 3 minutes – a 76% reduction in processing time.

UNiDAYS Native App

Projects UNiDAYS: Native iOS and Android app

Native iOS and Android app

UNiDAYS is the world’s leading student discount network, connecting over 10 million students worldwide with brands like Apple, ASOS and Levi’s.

When I joined, the platform ran on a dynamic website. The brief was to replace it with a fully native iOS and Android app – lean, accessible, familiar to each platform’s users, and ready to launch in time for the new academic year.

Eight months later, the app launched and broke into the App Store top 25 and Google Play top 100.

My role

I was the UX/UI designer on the project from start to finish – research, site maps, focus groups, wireframes, A/B testing, UI design, animation and development liaison through to launch.

The scope covered both iOS and Android, each requiring their own native patterns and interaction models, designed in parallel without compromising either platform.

User research Site mapping Focus groups Native iOS and Android design WCAG accessibility A/B testing User flows Wireframing Prototyping UI design Motion design Development liaison

Key challenges:

Preserving the commercial ecosystem

Challenge

UNiDAYS’ business model relied on brands paying a premium for higher placement in the feed.

That hierarchy needed to carry over into the app without feeling forced or compromising the user experience.

Solution

I introduced a Featured section as the first thing users landed on when opening the app. This gave premium brands their visibility while feeling like a natural, curated editorial experience rather than an advert.

The rest of the app’s navigation was then built around this, keeping the commercial model intact without it getting in the way.

Key challenges:

One app, two very different platforms

Challenge

iOS and Android users have distinct expectations about how apps behave.

Designing a single product that felt native on both – without building two completely separate things – was a genuine challenge.

Solution

I researched the UX patterns, navigation conventions and interaction models for both platforms thoroughly, then designed platform-specific solutions where they differed.

Android used swipe-based tab navigation and a hamburger menu, while iOS used bottom navigation tabs – both familiar to their respective users, both serving the same underlying content.

Key challenges:

An inaccessible navigation banner

Challenge

The existing website had a top banner with buttons crammed too close together, failing WCAG accessibility standards.

Users regularly tapped the wrong button because the touch targets were too small with too little space between them.

Solution

I researched native solutions for both platforms and designed multiple options, reviewing them with the team before agreeing on an approach that solved the accessibility issue without alienating existing users.

The final solution met WCAG standards and felt immediately familiar on both iOS and Android.

Key challenges:

Keeping the experience lean

Challenge

The fewer steps between opening the app and redeeming a discount, the better.

Every unnecessary tap was a potential drop-off point for a student on their lunch break.

Solution

Every screen, flow and interaction was evaluated for whether it was strictly necessary.

Navigation was streamlined, content was grouped logically by category, and the overall architecture was kept as shallow as possible so users could find what they needed quickly.

Research:

Focus groups

We ran focus groups with students at UNiDAYS events and student lockdown events – getting real users testing real designs under realistic conditions.

Having multiple people testing simultaneously let us pinpoint pain points quickly and spot patterns in how students naturally navigated the app.

Research:

A/B testing

Where design decisions were genuinely uncertain, I set up A/B tests to let behaviour decide.

Specific sections of the app were tested against each other, with the winning design adopted and the alternative phased out entirely.

Research:

Site map

The first thing I tackled was the site map – mapping out every screen, hit point and navigation route across both the top navigation and footer. This gave the whole team a clear picture of the app’s structure before a single wireframe was drawn.

10 million verified members
48 million monthly page views
50,000 monthly verified member growth
6.5 million total monthly engagement
18.4 million monthly user sessions
14% average user conversion rate

Final design:

Loading screen

The app opens with a loading animation I designed and built in After Effects – the UNiDAYS ‘iD’ highlights first, a nod to the student ID at the heart of the brand, while the app content loads in the background.

Final design:

Introduction screens

First-time users are walked through a short set of introduction screens explaining the benefits of joining and having a UNiDAYS account – setting expectations before they hit the main experience.

Wireframes:

Login and register

On logging in, users land directly on the homepage – where premium brand placements and limited-time offers live. The login flow was kept as short as possible to get students into the app quickly.

Wireframes:

Explore

Perks were grouped by category, with users swiping between them to browse.

This was one of the areas where iOS and Android diverged most noticeably – Android used swipe navigation with a hamburger menu, while iOS used bottom navigation tabs. Both felt right for their platform.

Wireframes:

Search

On Android, search was triggered via a floating action button at the bottom right of the screen, opening a dedicated search page with previous results shown for quick access.

Outcomes:

The results

The app launched in time for the start of the new academic year – the most important window for a student platform. Within the launch period it broke into the App Store top 25 and the Google Play top 100. Not a bad result for eight months’ work.

Native iOS and Android apps

UNiDAYS is the world’s leading student discount network, connecting over 10 million students worldwide with brands like Apple, ASOS and Levi’s.

When I joined, the platform ran on a dynamic website. The brief was to replace it with a fully native iOS and Android app – lean, accessible, familiar to each platform’s users, and ready to launch in time for the new academic year.

Eight months later, the app launched and broke into the App Store top 25 and Google Play top 100.

My role

I was the UX/UI designer on the project from start to finish – research, site maps, focus groups, wireframes, A/B testing, UI design, animation and development liaison through to launch.

The scope covered both iOS and Android, each requiring their own native patterns and interaction models, designed in parallel without compromising either platform.

User research Site mapping Focus groups Native iOS and Android design WCAG accessibility A/B testing User flows Wireframing Prototyping UI design Motion design Development liaison

Key challenges:

Preserving the commercial ecosystem

Challenge

UNiDAYS’ business model relied on brands paying a premium for higher placement in the feed.

That hierarchy needed to carry over into the app without feeling forced or compromising the user experience.

Solution

I introduced a Featured section as the first thing users landed on when opening the app. This gave premium brands their visibility while feeling like a natural, curated editorial experience rather than an advert.

The rest of the app’s navigation was then built around this, keeping the commercial model intact without it getting in the way.

Key challenges:

One app, two very different platforms

Challenge

iOS and Android users have distinct expectations about how apps behave.

Designing a single product that felt native on both – without building two completely separate things – was a genuine challenge.

Solution

I researched the UX patterns, navigation conventions and interaction models for both platforms thoroughly, then designed platform-specific solutions where they differed.

Android used swipe-based tab navigation and a hamburger menu, while iOS used bottom navigation tabs – both familiar to their respective users, both serving the same underlying content.

Key challenges:

An inaccessible navigation banner

Challenge

The existing website had a top banner with buttons crammed too close together, failing WCAG accessibility standards.

Users regularly tapped the wrong button because the touch targets were too small with too little space between them.

Solution

I researched native solutions for both platforms and designed multiple options, reviewing them with the team before agreeing on an approach that solved the accessibility issue without alienating existing users.

The final solution met WCAG standards and felt immediately familiar on both iOS and Android.

Key challenges:

Keeping the experience lean

Challenge

The fewer steps between opening the app and redeeming a discount, the better.

Every unnecessary tap was a potential drop-off point for a student on their lunch break.

Solution

Every screen, flow and interaction was evaluated for whether it was strictly necessary.

Navigation was streamlined, content was grouped logically by category, and the overall architecture was kept as shallow as possible so users could find what they needed quickly.

Research:

Focus groups

We ran focus groups with students at UNiDAYS events and student lockdown events – getting real users testing real designs under realistic conditions.

Having multiple people testing simultaneously let us pinpoint pain points quickly and spot patterns in how students naturally navigated the app.

Research:

A/B testing

Where design decisions were genuinely uncertain, I set up A/B tests to let behaviour decide.

Specific sections of the app were tested against each other, with the winning design adopted and the alternative phased out entirely.

Research:

Site map

The first thing I tackled was the site map – mapping out every screen, hit point and navigation route across both the top navigation and footer. This gave the whole team a clear picture of the app’s structure before a single wireframe was drawn.

10 million verified members
48 million monthly page views
50,000 monthly verified member growth
6.5 million total monthly engagement
18.4 million monthly user sessions
14% average user conversion rate

Final design:

Loading screen

The app opens with a loading animation I designed and built in After Effects – the UNiDAYS ‘iD’ highlights first, a nod to the student ID at the heart of the brand, while the app content loads in the background.

Final design:

Introduction screens

First-time users are walked through a short set of introduction screens explaining the benefits of joining and having a UNiDAYS account – setting expectations before they hit the main experience.

Wireframes:

Login and register

On logging in, users land directly on the homepage – where premium brand placements and limited-time offers live. The login flow was kept as short as possible to get students into the app quickly.

Wireframes:

Explore

Perks were grouped by category, with users swiping between them to browse.

This was one of the areas where iOS and Android diverged most noticeably – Android used swipe navigation with a hamburger menu, while iOS used bottom navigation tabs. Both felt right for their platform.

Wireframes:

Search

On Android, search was triggered via a floating action button at the bottom right of the screen, opening a dedicated search page with previous results shown for quick access.

Outcomes:

The results

The app launched in time for the start of the new academic year – the most important window for a student platform. Within the launch period it broke into the App Store top 25 and the Google Play top 100. Not a bad result for eight months’ work.