“VELA provides beautifully displayed and easy to understand wind, wave and weather reports, forecasts and statistics for sailors, surfers, divers and any other water sport aficionados.”
“Picture this: a stress-free day on the water, soaking in the joys of your favorite activities without a worry in the world. How were you able to pull that off? By checking the weather conditions near your chosen spot, of course! Yet, existing weather apps are often overwhelming with complex data, which can add frustration to an otherwise carefree day.
Enter VELA! We’ve reimagined weather reports, crafting them to be easily accessible and user-friendly. Our platform goes beyond forecasts, offering vibrant community hubs where water-sports enthusiasts converge, share insights, and communicate firsthand experiences. VELA ensures you’re armed with real-time, understandable weather updates, fostering safety and eliminating unnecessary stressors for you and your loved ones.”

I began to define a problem statement by conducting a competitive analysis. This gave me insight into how my competitors solve problems, as well as where potential holes in the market might be. I used the SWOT analysis methodology to identify the strengths and weaknesses of competitors.

In order to gain a better understanding of the needs and behaviors of VELA’s users, I decided to conduct user interviews. Information gathered from user research is important in keeping a user-centered design focus, and influences all future design decisions.
After conducting user interviews, I was able to categorize data points into several different categories, which allowed me to better see how my users behave, as well as where there may be potential pain-points.
This tells me that VELA users will want a reliable source of information which is presented in a simple, easy-to-understand way.

Data analysis from my user interviews led me to developing two user personas, one of which will be highlighted here. These user personas and corresponding journey maps reflect the goals and behaviors of my target audience, allowing me to keep their perspective in focus as I move forward with VELA’s design.


Using user stories as a roadmap and defining success criteria, I began to develop user flows to simplify the app’s basic functionality. Focusing on the ‘happiest path”, my goal was to design a seamless experience from point A to point B.

By outlining essential tasks and creating user flows based on personas, I was able to establish the foundation for the app’s information structure. This process enabled me to refine my focus, ensuring a manageable scope that aligned with the project timeline.
A preliminary sitemap was developed using the user flows as reference. A card sort was then conducted, in order to better understand the user’s behaviors and understandings of where they expect to find specific information.
After running the collected data through a similarity matrix, several initial assumptions were confirmed about the app’s information architecture, and only slight changes were made to consolidate some pages and add a few additional ones.


Now that user flows had been defined, and categories had been validated through user testing, it was time to begin the wireframing process.
I created initial low-fidelity wireframe sketches based on what learned from my initial research, and improved upon them until I had a high-fidelity iteration of my design. I used these wireframes to develop a clickable prototype, which I then used for usability testing.

With my clickable prototype developed in Figma, I organized five participants to complete direct- and scenario-based tasks, testing the usability and efficiency of my user flows.
I used an affinity map to sort out data collected from the usability tests into actionable categories, allowing me to identify trends in the data. Then, using a rainbow spreadsheet in combination with Nielsen’s severity scale, I was able to effectively prioritize my prototype’s usability issues. This guided me towards which design changes were of the utmost importance, and which could be fixed at a later date.
Reflecting on this round of usability testing, it is now clear to me that I should have spent less time worrying about the UI of my high-fidelity wireframes. A full-fledged color scheme was not only unnecessary at this stage of the design process, but I would also argue that it was both a waste of time, and distracting when it came to making necessary changes. Luckily, there were not any usability issues detected that would have required a complete design overhaul. The major issues were that users were confused by the meaning of certain icons, or were not able to locate the CTA button on certain screens.
Due to initial lack of clarity, the “local chat” icon and the “reviews” icon were both replaced, in an attempt to make their functionality clearer. This would require more testing to confirm if this increases usability or not.


A preference test was conducted between the two onboarding sequences to see which style was preferred by the app’s target users. The test had 13 participants, 4 of which voted for variant A, with 9 voting for variant B. This difference was 95% likely to be statistically significant, which was was enough for me to be confident that this style was actually preferred over the other.
After a round of peer feedback and reviewing the Web Content Accessibility Guidelines (WCAG), changes were made to the app’s design to promote inclusivity to all users, regardless of disability, and to give this design iteration a more polished look.
Color contrasts between text and background color were adjusted to meet the WCAG’s recommended contrast ratio of 4.5:1.
Icons were properly labelled so they could be recognized by screen reading softwares. This benefits all users, as it removes any potential confusion behind the meaning of icons.
Following design principles and Gestalt psychology, I developed a design system which would be useful to any other designer working on this project. This sets a clear standard of the app’s elements, and allows for consistency and collaboration in future iterations of the app’s design.

Gaining a deep understanding of the wants and needs of your users is difficult, and requires a level of empathy that can only be acquired through rigorous, continued testing, and an ability to see from someone else’s perspective.
After gathering a further understanding of the users needs and expectations, it became then an added challenge of balancing them with business goals, which is a crucial element to the success of a project.
I found the VELA project slightly overwhelming at times, as I have no personal experience with any sort of water sports outside of swimming, which was quite a large barrier to entry for me while designing for this project. In the future, I will be more hesitant to take on such projects, especially if I am the sole designer for them.
This project has also shown me how difficult it is to be the only designer on a project in general. The collaboration that comes from working with a team of designers, developers, and project managers is a valuable asset, and I now understand just how important it is to have this wealth of knowledge that comes from these different perspectives. If I had been working in a team, I would have felt less pressure, as well as been more secure in my design decisions, having others there to constantly give me feedback and recommendations.
