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My Role

UI/UX Designer 


3 months



Project Overview

1. Understanding the user

  • User Research 

  • Empathy Map

  • Personas

  • Problem Statement 

  • User Journey Map

  • Competitive Audit

2. Design

  • Paper Wireframes

  • Digital Wireframes

  • Low - Fidelity Prototype

  • Usability Studies

3. Refining a Design

  • ​Mock Up 

  • High-Fidelity Prototype

  • Accessibility

4. Going Forward

  • Information Architecture

  • Responsive Design

  • Takeaways

  • Next Steps


The Product

MaxFuel is an app designed to help pilots maximise their fuel quicker and accurately. It also has features of refueling calculations and checking, as well as an uplift timer.

The Problem

On many occasions pilots will arrive to briefing or planning to operate a flight that requires maximum fuel to their destination, whether this be for tankering, weather or operational reasons.  But many times the initial fuel decision is based on estimated payloads or zero fuel weights which can make it difficult to determine exactly how much fuel can be carried until final weights are obtained. 


Redesigning iAviate website and MaxFuel app, paper and digital wire framing, low- and high-fidelity prototyping, conducting usability studies, accounting for accessibility, and iterating designs. Translating the design to mobile and tablet application.

The Goal

Design an app that assists pilots in fuel decision by making these calculations quickly and accurately by first working with estimated weights until such time actual / final weights are provided. 

1. Understanding the User 

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  • User Research

  • Empathy Map

  • Personas

  • Problem Statement

  • User Journey Map

  • Competitive Audit

User Research: Summary

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I created a survey, which I shared in Facebook groups, requesting participants. Users who completed the survey were invited to interview; allowing me to create empathy maps to understand the users in greater detail.

The research survey identified two primary age groups (13-18 and 19-30), and that all users have smartphones that could access the app designed.

User Research: Headline Findings

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The research shows that 52% of respondents have a club or group of players to play with, but have challenges in finding a venue to play, joining training events, and getting support online.

Empathy Map

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Persona - Holly


User Journey Map


Competitive Audit

An audit of competing products provided insight into gaps to address with app. 

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2. Starting the Design

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  • Paper Wireframes

  • Digital wireframes 

  • Low-fidelity prototype

  • Usability studies

Paper Wireframe

Taking the time to draft iterations of each screen of the app on paper ensured that the elements that made it to digital wireframes would be well-suited to address user pain points. 


Digital Wireframes

Following initial ideation, and paper wireframe drafts, I created digital wireframes as initial app designs.

I focussed on making key features accessible, such as the ‘Find a game’ section (example shown).

Filtering option to match users need.
Providing map to show where users can find games in their local area.
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Easy access to app features from global navigation

Low-fidelity prototype

Building from the digital wireframes, I created a low-fidelity prototype. This laid out high-level user flows (through the Learn, Play, and Grow categories), and formed the basis of a usability study.


Usability Study: Parameters

Study type: Moderated usability study

Location: London, remote
Participants: 5 participants

Length: 30 minutes


Affinity Diagram


Usability Study : Findings 

These were the main findings uncovered by the usability study: 

Adding / Creating a game :  Users would like to find an easy way to find and create games.

Geolocation search options: 

Users want to be able to search by town / postcode - not just their immediate locale.

Course purchasing options: 

Users identified a 'buy-now' style option would make buying courses easier.

3. Refining a Design

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  • Mock Up

  • High - Fidelity Prototype

  • Accessibility


Based on the insights from the usability studies, I added a search bar at the top of the screen for users to search specific areas to find games on a single page. 

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Before Usability Study

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After Usability Study


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Before Usability Study

A plus button was added to create games, moving users through a simple flow which captures key details when adding matches (location, time, cost).

After Usability Study

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High-Fidelity Prototype

The high-fidelity prototype followed the same user flow as the low-fidelity prototype, incorporating design changes from the usability study.

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Accessibility Considerations

Clear labels for interactive elements that can be read by screen readers.

Consistent Navigation

ensure that repeated components occur in the same order on each page of a site.

Used icons to
help navigation


4. Responsive Design

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  • Information Architecture

  • Responsive Design

Site Map

With app designs completed, I designed a responsive website. I used the sitemap to guide the organisational structure of each screen, ensuring a consistent experience across devices.

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Responsive Designs

The designs for screen variation included mobile and desktop devices. I optimised the designs to fit each device and screen size.

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Take aways



Users shared that the app would practically help finding and creating matches. 

One quote from feedback was “the app couldn't make getting involved in football simpler.”

What I learned:

This design taught me that taking a consistent approach, being empathetic to user needs and adapting the design accordingly allowed me to create a relevant and useful solution for users.


Next Steps

Add more educational courses for users to learn more about the game.

Conduct research on how successful the app is in improving access to the game.

Adding functionality for users to purchase matchday tickets.

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