My Role

This project isn’t a live project, it’s being completed only my own as a portfolio piece –– the deliverable in terms of an application will be entirely hypothetical. However, there will be an interactive prototype which will be presented to potential users for feedback.

I will be working on this project throughout every stage, engaging with every role in the process, more to find out what I prefer, more than anything.

The Challenge

More and more festivals attendees are bringing their tech to the campsite. Smart devices are used at festivals to record memories, share photos and keep in touch with friends and family.

Our challenge is to provide key information to the attendees in the festival regarding lineup information and essential wayfinding. However, not every attendee wishes to use their phone that frequently, and for no longer than absolutely necessary. As to save battery life (for those who haven’t got a power pack to hand) and to avoid missing any of the festival action.


The application itself will be fresh –– not built on or around an existing product. Therefore, a body of initial research of what attendees want was needed to determine if our content assumptions are correct.


I conducted market research in the form of surveys, speaking to attendees and attending Glastonbury 2015 and 2016 as a form of ethnographic research.

  1. Users wish to spend as little possible time on the phone as possible, to save battery life or to avoid missing any of the action.
  2. A number of users use applications to plan their lineups for the festival, looking for clashes and information.
  3. Often attendees use some form of wayfinding on their phone to get around the festival –– especially first-time attendees.
  4. Seasoned festival goers know the festival map like the back of their hand, but often like to be reminded who’s playing and where.
  5. Users would benefit from a system which suggests acts based on their ‘to see’ line or social media 'likes'.
  6. A news section would benefit a large quantity of the users. Secret acts and performances can be displayed in this section.

As well as defining some key points users would like to see, we were also able to develop some user personas. After speaking to a few users who participated in the survey.

Screen Shot 2018-03-28 at 10.31.41Screen Shot 2018-03-28 at 10.31.41

The Vision

To create an application which performs a small selection of essential functions, and then allows these functions to work together, to create one immersive experience.

We do not want to create an application which only provides information –– we want to take that information and do the thinking for the user. Allowing the users to discover more music, find new acts, and get everything they can out of Glastonbury.

The app should not be time-consuming, the users should be able to absorb all the information they need at a glance. To save battery life and not to distract from the festival goings-on.

Screen Shot 2018-03-28 at 10.31.53Screen Shot 2018-03-28 at 10.31.53

Flows Based on Goals

Taking the user personas into account, a series of flows were developed for stages and routes within the application. Each flow has been designed around an objective. Decisions are driven by the data collected during the user research stage.

Due to a lack of information resources in the earlier stages, and the limited timescale, these were quickly prototyped up –– at a very low fidelity, with no obvious information architecture or interface design –– to gauge how the app may work, if hits the goals specified, and to quickly collect meaningful feedback from testers.

Using Adobe Experience Design, I was able to prototype the application quickly. Focusing on the key interactions which will become the selling point of the app, the lineup selector and map, rather than app in its entirety. Utilising the applications ability to distribute links to a few of my user research participants for feedback. Feedback showed areas of the experience which needed refining. Interactions which didn't play out as I initially anticipated.

A Concise Interface

On the back of the low fidelity wireframes, which were used to initially develop user flows, a user interface has been formed using the data determined from feedback gained during testing–there really is no brand at this stage, so the colours and typefaces have been decided on a whim but are designed to be consistent throughout the product.


Line Up and Clash Finder

One of the core features of this application is the lineup planner and clash finder. The goal is to tailor a line up to an individual, or several individuals, to provide the best possible solution. Success for this project will be defined by the ease to create a line up using suggestions within other applications on their devices, and selection. And to then distribute that line up to friends to collate a collaborative line up. (See image above).

A list of acts is presented to the user, this initially presents the acts from the main stage in alphabetical order. For ease of use, a comprehensive search, and filter system have been implemented to refine the listed acts.  Users can search and view smaller stages, filter by stages, and date of performance–Friday, Saturday, or Sunday.  (See image above). 

Adaptive navigation has been used to minimise space use. Without expanding outside the top and bottom bars. Which frees up more space for the rich content; the acts. The adaptive navigation sits in the bottom bar, on the right-hand side. Featuring a skip button until the user dedicated themselves to adding content, which then becomes the next button. To progress within the lineup selection sequence.