TIMELINE

Fall 2024, 4 months

ROLES

UX RESEARCHER

UX DESIGNER

INTERACTION DESIGNER

TOOLS

Figma

Adobe Illustrator

UX/UI

DESIGN

BOOZEBUDDY

The friend that holds back your hair.

GBDA 210 Intro User Experience & Design

PROBLEM

Create a mobile/web solution to solve an issue that today’s users face, filling a gap in the current market.

SOLUTION

RETROSPECTIVE

This was my first time immersing myself so deeply into a UX project, and I learned many essential UX processes and methods. Iterating through each step in the Design Thinking Process allowed me to grasp the importance of following these industry standards and always keeping the user at the centre of focus.

With such a broad scope of possibilities open to us, my team spent hours brainstorming across different industries and sectors until we realized the answer was right in front of us, something that presented a real problem to us and our peers—drinking.

USER INTERVIEWS

Key Insight 1: Most interviewees now stick to their drinking limits but initially struggled to identify them, often learning through negative experiences, and continue to find it challenging due to fluctuating tolerance.


Key Insight 2: Peer pressure to drink varies among interviewees, with some feeling compelled to conform to group norms while others report no pressure at all.


Key Insight 3: Interviewees acknowledge alcohol’s impact on their behavior and express a willingness to try new drinks, often influenced by social settings, curiosity, and peer encouragement.


Key Insight 4: Alcohol is commonly seen as a social lubricant that reduces anxiety, making it easier to converse, form connections, and enjoy social interactions in relaxed environments.


Based on these results, we asked ourselves:

“Instead of trying to prevent drinking altogether, how might we promote safe and healthy ways to do so to create a positive space surrounding alcohol consumption?”

We created persona bios and user tasks to identify user needs, behaviors, and motivations, and to make sure our product is built around these.

TENTATIVE LIST OF REQUIREMENTS

MUST INCLUDE

  • Critical information and resources about what to do in a crisis (i.e. someone is blacked out, alcohol poisoning, emergency helplines, etc.) must be easy to find and access in the app.

  • App set-up begins with a survey the user takes to determine their drinking experience, health conditions, BMI, and flavour preferences.

  • Users can track their location and the locations of friends who also use the app.

SHOULD INCLUDE

  • Directions in the map are clear and easy to follow for those who are inebriated.

  • App sends a notification to remind you of your drinking limits especially during peak drinking hours.

COULD INCLUDE

  • Users can update their drinking information, such as their general alcohol limit and drink preferences.

EXCLUDE

  • Users cannot post or share their drinking habits, locations, or experiences to social media platforms.

My team further brainstormed, performing concept development and wireframes of the functionalities and requirements for our mobile app.

WIREFRAMING

During the design and construction process, we learned the importance of button placement for mobile usability, prioritizing thumb accessibility and familiar concepts like sliders to support intuitive navigation and a more accessible user experience. By offering multiple options, users can choose their preferences, creating a tailored experience that meets their needs.

HIGH-FIDELITY PROTOTYPE

RETROSPECTIVE

This was my first time immersing myself so deeply into a UX project, and I learned many essential UX processes and methods. Iterating through each step in the Design Thinking Process allowed me to grasp the importance of following these industry standards and always keeping the user at the centre of focus.

IF YOU LIKE WHAT YOU SEE,

DESIGNED BY JOANNE LANG

© 2025 JOANNE LANG

ALL RIGHTS RESERVED