FANFAIR

FANFAIR

For those who love and celebrate music. Join the crowd.

For those who love and celebrate music. Join the crowd.

DETAILS

DETAILS

DETAILS

WHAT I USED

WHAT I USED

Figma

Figma

Google Suite

Google Suite

ROLE

ROLE

UX Designer

UX Designer

UX Researcher

UX Researcher

Timeline

Timeline

Sep 2022 - Nov 2023

Sep 2022 - Nov 2023

This project was completed individually.

This project was completed individually.

What I did

What I did

Product Design

Product Design

Research & Analysis

Research & Analysis

CONTEXT

CONTEXT

CONTEXT

FANFAIR is a B2B2C product intended to combat the reseller market within the live entertainment industry by providing users with equitable access to both concert tickets and merchandise, to avoid the hassle and financial frustration of having to do so at resale value.

This was my first ever design project, and it was completed solely through individual effort. I worked primarily as the UX Designer for the app across the entire design phase, from ideation to finalization.

FANFAIR is a B2B2C product intended to combat the reseller market within the live entertainment industry by providing users with equitable access to both concert tickets and merchandise, to avoid the hassle and financial frustration of having to do so at resale value.

This was my first ever design project, and it was completed solely through individual effort. I worked primarily as the UX Designer for the app across the entire design phase, from ideation to finalization.

CHALLENGE

Regular concert goers and individuals who wish to attend their favourite artist’s shows have been known to experience the loss of missing out on ticket or merchandise during the period of sale, leading to purchases being made through third-party resellers who often increase prices to unreasonable amounts due to profit and popularity.

So, how was this addressed?

After a considerable amount of brainstorming, I came to the realization that the solution to the challenge would have to be in the form of a tangible product that users could directly interact with, so that ownership of the experience and the expenses charged to them would be directly in their hands.

Without having any familiarity or knowledge with the logistics of sales in the live entertainment industry, I envisioned that this solution would hypothetically partner with sales merchants that were distributing tickets and merchandise, with screening measurements put into place to completely inhibit bots or scalpers from taking advantage of this system, as seen with Ticketmaster, for example.

OUTCOME

After a little over a year’s worth of work, I was able to complete FANFAIR from scratch; prototyped with user flows that highlighted its key features and intended purposes. While it was not shipped as a full-fledged product, the completion of this project provided me with a solid foundation in the practice of UX Design.

WHERE DID I START?

I conducted research for the purpose of validation before I could begin on any designs in Figma. Most of it was primary as I wanted to test the limits of what I could work with in the absence of secondary sources. I implemented a mix of strategies such as interviews and field studies, mostly through on-site interception.

RESEARCH and discovery

After interviewing a handful of individuals within and beyond my social network, I was able to better visualize the journey and pain points that my target audience would likely experience in relation to the challenge at hand, which can be understood as shown below:

1

Users miss the opportunity to purchase tickets and merchandise during the period of sale.

2

Majority of alternative options are unaffordable due to resale pricing.

3

Having to purchase through these expensive alternative methods often causes financial strain and frustration.

4

Choosing not to purchase at resale pricing leads to missing out on otherwise important and meaningful live musical experiences.

Once this struggle was made clear to me, I began to look back at the demographics I interviewed, and the demographics that I wanted the app to reach.

Specific criteria included age, income, and occupation, since finances are an aspect that I wanted the app to address. From these observations, I was able to craft two personas that would fit the range of most likely end-users. 

Ideation

Being new to UX Design at the time, my ideation process took up much more time than it would today. I began with paper wireframe sketches of what I wanted the home page for FANFAIR to look like, and I used it as the foundation for how the pages of the app would be laid out.

After multiple iterations, I was able to narrow my ideas down to four wireframes.

  • Figure A was the initial choice, but was decided against because it was too bare. Options were then narrowed down to options B, C, and D. 

  • Figure D was selected as the final choice due to its layout and potential for visual appeal. 

Based on this selection, I translated Model D into a low-fidelity wireframe on Figma to polish the look and gain a better visual understanding of how the interface would be laid out on screen. Prior to the development of the rest of the prototype, I also determined the user flow; taking into consideration all desired options and choices for users to make, from starting up the app to finishing their desired tasks. 

constraints

Can't be Everywhere all at Once

Everything was New to Me

Can't be Everywhere all at Once

Everything was New to Me

Crafting the experience

While putting together the high fidelity prototype, I was constantly re-iterating the small details in the UI, as I was aiming for a clean and aesthetically pleasing visual experience for the final result. I meticulously crafted each frame to ensure consistency across the visual identity and the experience for users.

This initial version did not have any flows prototyped into it, as I was “sandboxing” with how the high-fidelity result would turn out. This process spanned a period of nearly 6 months.

AFTER

BEFORE

AFTER

BEFORE

constraints

Can't be Everywhere All at Once

Everything was New to Me

Crafting the experience

While putting together the high fidelity prototype, I was constantly re-iterating the small details in the UI, as I was aiming for a clean and aesthetically pleasing visual experience for the final result. I meticulously crafted each frame to ensure consistency across the visual identity and the experience for users.

This initial version did not have any flows prototyped into it, as I was “sandboxing” with how the high-fidelity result would turn out. This process spanned a period of nearly 6 months.

AFTER

BEFORE

AFTER

BEFORE

Crafting the experience

While putting together the high fidelity prototype, I was constantly re-iterating the small details in the UI, as I was aiming for a clean and aesthetically pleasing visual experience for the final result. I meticulously crafted each frame to ensure consistency across the visual identity and the experience for users.

This initial version did not have any flows prototyped into it, as I was “sandboxing” with how the high-fidelity result would turn out. This process spanned a period of nearly 6 months.

AFTER

BEFORE

The final solution

By Q4 of 2023, was able to finish my work on FANFAIR, complete with three prototyped user flows that highlight each of the key features I aimed to incorporate as I conceptualized the app in its early stages. These can be seen below:

Ticket purchase based on artist

RETROSPECTIVE

Wishful thinking 💭

Be an Artist

No Man is an Island

Newbie Mistake

A Better Strategy

TAKEAWAYS 🎯

Something to be Proud of

Thanks for making it to the end! Feel free to check out my other work, or connect with me!

Thanks for making it to the end! Feel free to check out my other work, or connect with me!

Thank you for your time.

© Gio Villapando 2025.

Currently

Messing around on Rekordbox.
Getting into Muay Thai.
Yearning for a motorcyle.

Thank you for your time.

© Gio Villapando 2025.

Currently

Messing around on Rekordbox.
Getting into Muay Thai.
Yearning for a motorcyle.

CHALLENGE

Regular concert goers and individuals who wish to attend their favourite artist’s shows have been known to experience the loss of missing out on ticket or merchandise during the period of sale, leading to purchases being made through third-party resellers who often increase prices to unreasonable amounts due to profit and popularity.

So, how was this addressed?

After a considerable amount of brainstorming, I came to the realization that the solution to the challenge would have to be in the form of a tangible product that users could directly interact with, so that ownership of the experience and the expenses charged to them would be directly in their hands.

Without having any familiarity or knowledge with the logistics of sales in the live entertainment industry, I envisioned that this solution would hypothetically partner with sales merchants that were distributing tickets and merchandise, with screening measurements put into place to completely inhibit bots or scalpers from taking advantage of this system, as seen with Ticketmaster, for example.

OUTCOME

After a little over a year’s worth of work, I was able to complete FANFAIR from scratch; prototyped with user flows that highlighted its key features and intended purposes. While it was not shipped as a full-fledged product, the completion of this project provided me with a solid foundation in the practice of UX Design.

WHERE DID I START?

I conducted research for the purpose of validation before I could begin on any designs in Figma. Most of it was primary as I wanted to test the limits of what I could work with in the absence of secondary sources. I implemented a mix of strategies such as interviews and field studies, mostly through on-site interception.

RESEARCH and discovery

After interviewing a handful of individuals within and beyond my social network, I was able to better visualize the journey and pain points that my target audience would likely experience in relation to the challenge at hand, which can be understood as shown below:

1

Users miss the opportunity to purchase tickets and merchandise during the period of sale.

2

Majority of alternative options are unaffordable due to resale pricing.

3

Having to purchase through these expensive alternative methods often causes financial strain and frustration.

4

Choosing not to purchase at resale pricing leads to missing out on otherwise important and meaningful live musical experiences.

Once this struggle was made clear to me, I began to look back at the demographics I interviewed, and the demographics that I wanted the app to reach.

Specific criteria included age, income, and occupation, since finances are an aspect that I wanted the app to address. From these observations, I was able to craft two personas that would fit the range of most likely end-users. 

Ideation

Being new to UX Design at the time, my ideation process took up much more time than it would today. I began with paper wireframe sketches of what I wanted the home page for FANFAIR to look like, and I used it as the foundation for how the pages of the app would be laid out.

After multiple iterations, I was able to narrow my ideas down to four wireframes.

  • Figure A was the initial choice, but was decided against because it was too bare. Options were then narrowed down to options B, C, and D. 

  • Figure D was selected as the final choice due to its layout and potential for visual appeal. 

Based on this selection, I translated Model D into a low-fidelity wireframe on Figma to polish the look and gain a better visual understanding of how the interface would be laid out on screen. Prior to the development of the rest of the prototype, I also determined the user flow; taking into consideration all desired options and choices for users to make, from starting up the app to finishing their desired tasks. 

constraints

Can't be Everywhere All at Once

Everything was New to Me

Can't be Everywhere All at Once

Everything was New to Me

The final solution

By Q4 of 2023, was able to finish my work on FANFAIR, complete with three prototyped user flows that highlight each of the key features I aimed to incorporate as I conceptualized the app in its early stages. These can be seen below:

Ticket purchase based on artist

Ticket purchase based on artist

RETROSPECTIVE

Wishful thinking 💭

Be an Artist

No Man is an Island

Newbie Mistake

A Better Strategy

Be an Artist

No Man is an Island

Newbie Mistake

A Better Strategy

TAKEAWAYS 🎯

Something to be Proud of

Something to be Proud of

CHALLENGE

Regular concert goers and individuals who wish to attend their favourite artist’s shows have been known to experience the loss of missing out on ticket or merchandise during the period of sale, leading to purchases being made through third-party resellers who often increase prices to unreasonable amounts due to profit and popularity.

So, how was this addressed?

After a considerable amount of brainstorming, I came to the realization that the solution to the challenge would have to be in the form of a tangible product that users could directly interact with, so that ownership of the experience and the expenses charged to them would be directly in their hands.

Without having any familiarity or knowledge with the logistics of sales in the live entertainment industry, I envisioned that this solution would hypothetically partner with sales merchants that were distributing tickets and merchandise, with screening measurements put into place to completely inhibit bots or scalpers from taking advantage of this system, as seen with Ticketmaster, for example.

OUTCOME

After a little over a year’s worth of work, I was able to complete FANFAIR from scratch; prototyped with user flows that highlighted its key features and intended purposes. While it was not shipped as a full-fledged product, the completion of this project provided me with a solid foundation in the practice of UX Design.

WHERE DID I START?

I conducted research for the purpose of validation before I could begin on any designs in Figma. Most of it was primary as I wanted to test the limits of what I could work with in the absence of secondary sources. I implemented a mix of strategies such as interviews and field studies, mostly through on-site interception.

RESEARCH and discovery

After interviewing a handful of individuals within and beyond my social network, I was able to better visualize the journey and pain points that my target audience would likely experience in relation to the challenge at hand, which can be understood as shown below:

1

Users miss the opportunity to purchase tickets and merchandise during the period of sale.

2

Majority of alternative options are unaffordable due to resale pricing.

3

Having to purchase through these expensive alternative methods often causes financial strain and frustration.

4

Choosing not to purchase at resale pricing leads to missing out on otherwise important and meaningful live musical experiences.

Once this struggle was made clear to me, I began to look back at the demographics I interviewed, and the demographics that I wanted the app to reach.

Specific criteria included age, income, and occupation, since finances are an aspect that I wanted the app to address. From these observations, I was able to craft two personas that would fit the range of most likely end-users. 

Ideation

Being new to UX Design at the time, my ideation process took up much more time than it would today. I began with paper wireframe sketches of what I wanted the home page for FANFAIR to look like, and I used it as the foundation for how the pages of the app would be laid out.

After multiple iterations, I was able to narrow my ideas down to four wireframes.

  • Figure A was the initial choice, but was decided against because it was too bare. Options were then narrowed down to options B, C, and D. 

  • Figure D was selected as the final choice due to its layout and potential for visual appeal. 

Based on this selection, I translated Model D into a low-fidelity wireframe on Figma to polish the look and gain a better visual understanding of how the interface would be laid out on screen. Prior to the development of the rest of the prototype, I also determined the user flow; taking into consideration all desired options and choices for users to make, from starting up the app to finishing their desired tasks. 

The final solution

By Q4 of 2023, was able to finish my work on FANFAIR, complete with three prototyped user flows that highlight each of the key features I aimed to incorporate as I conceptualized the app in its early stages. These can be seen below:

Ticket purchase based on artist

Ticket purchase based on artist

RETROSPECTIVE

Wishful thinking 💭

Be an Artist

No Man is an Island

Newbie Mistake

A Better Strategy

Be an Artist

No Man is an Island

Newbie Mistake

A Better Strategy

TAKEAWAYS 🎯

Something to be Proud of

Something to be Proud of

Thanks for making it to the end! Feel free to check out my other work, or connect with me!

Thanks for making it to the end! Feel free to check out my other work, or connect with me!

Thank you for your time.

© Gio Villapando 2025.

Currently

Messing around on Rekordbox.
Getting into Muay Thai.
Yearning for a motorcyle.

Thank you for your time.

© Gio Villapando 2025.

Currently

Messing around on Rekordbox.
Getting into Muay Thai.
Yearning for a motorcyle.