Selected work

FlyUX

Travel / UX diploma · 2022

Role
Professional Diploma in UX Design project, accredited by Glasgow Caledonian University. Coursework, not client work.
Deliverables
Competitive benchmark, user survey, usability tests and notes; affinity diagram, customer journey map and user flow; paper sketches; an annotated medium-fidelity Figma prototype.
Stack
Figma, SurveyMonkey, Loom, Reflector, Miro.
Status
Coursework. Graded diploma project; not a client product.
Tested with
Six people, one usability session each, on existing airline apps; a five-question survey.
Credits
Priscila Di Luca, affinity diagram analysis.
Available for freelance / join a teamhey@jon-bond.com
FlyUX livery: the FlyUX wordmark and bird mark on the white fuselage of an aircraft, lit against black

Airlines have big budgets and unpleasant booking flows. FlyUX wanted the opposite.

FlyUX is a fictional start-up airline. Its booking experience had to be fast, intuitive and easy enough to count as a competitive advantage. The project ran the full UX process, from research to a working prototype, with the front half deliberately weighted: understand the problem before drawing a screen.

Double diamond diagram: Discover, Define, Develop, Deliver above four steps, Research (competitive benchmark, user survey, usability test), Defining the problem (affinity diagram, customer journey map), Concept creation (flow diagram, interaction design) and Designing the solution (prototyping, wireframes)
Process · Double diamond, research to prototype

Three methods, so the problem was measured rather than assumed.

Competitive benchmark. Two airlines, Ryanair and Aer Lingus, and two aggregators, Travala and eDreams, walked screen by screen against design heuristics, with good and poor practice marked. Labelled flights (cheapest, fastest) speed up decisions. Prefilling from location saves time. It is often unclear whether a price is per person or in total.

User survey. Five questions on SurveyMonkey. Most respondents said they visit an airline's app several times before booking, and price is by far the biggest factor.

Usability tests. Six participants, one session each. After a short interview about past airline apps, each completed two tasks on existing apps while I recorded the phone through Reflector and their reactions through Loom. The recordings showed exactly where the booking flow stalls and where frustration starts.

Notes from each recording were colour-coded for pain points, positives and neutral observations, covering goals, behaviours, mental models and context. Read the note-taking PDF (3.5 MB).

Competitive benchmark board in Figma: three Ryanair app screens, log in, a location permission prompt and the home screen, with numbered positive, conventional and negative markers
Benchmark · Ryanair, annotated
Feature comparison table: Ryanair, Aer Lingus, Travala.com and eDreams checked against quick search from home, a feature-rich home screen, prices the day before and after, one bag included, few upsells, easy changes at payment, and payment with rewards or digital assets
Benchmark · Feature comparison
Usability test recording: a Loom webcam bubble of the participant beside a mirrored phone screen showing an airline's select bags step
Usability test · Loom and Reflector

Turning notes into a map: an affinity diagram and a customer journey.

Research is only useful once it is organised. Every finding went on a post-it and was grouped by category with Priscila Di Luca: expectations, user behaviour, what caused confusion, negative emotion, positives, poor design and suggestions. That made it clear which hurdle sits at each step of booking.

The customer journey map then lays the steps out, from wanting a flight through search, choosing flights and seats, luggage, extras and payment, with what people think, do and feel at each one and the pain points beneath. It became the starting point for the flow and the easiest way to explain the research to anyone else. Read the diagrams PDF (176 KB).

Affinity diagram: teal post-it notes grouped under Expectations, Caused confusion, Negative emotion, Poor design, User behaviour, Suggestions and Positive
Defining · Affinity diagram
Customer journey map: seven columns from I need a flight to Payment, with rows for feelings, think or wants, behaviours, context and pain points
Defining · Customer journey map

A linear flow, drawn first, then sketched on paper until it felt right.

Booking is a linear process, so the flow came before any sketch: one primary use case, the happy path from search to a paid ticket, so everyone understands how a user moves through the design and what matters at each point.

Then paper. Sheet after sheet of phone frames: home and search, flights and dates, passengers, fares, seats, bags, details and payment. Sketching is cheap, so each screen got several attempts before one was worth taking further.

User flow diagram: rows of connected screen and action nodes tracing the mobile booking happy path from search through flight and seat selection to payment
Concept · User flow diagram
Paper sketches numbered 1 to 4: FlyUX home with a flight search, flights list, flying-to search and a date picker
Sketches · Home, flights, dates
Paper sketches: passenger count, flight search results, a search field and baggage options
Sketches · Passengers and results
Paper sketches numbered 9 to 11: return flight, flight details and add bags
Sketches · Return flight and bags
Paper sketches numbered 12 to 15: choose seats on a seat map, seat confirmation and fare class options
Sketches · Seats and fare class
Paper sketches: flight details, passenger details and a payment form
Sketches · Flight and passenger details
Paper sketches: your details, payment and a confirmation screen
Sketches · Your details and payment

A medium-fidelity prototype of the whole happy path.

The sketches became an interactive Figma prototype covering the complete happy path, and an annotated version explains each screen's behaviour for anyone building it. Read the annotations PDF (6.3 MB).

Open the Figma prototype

Opens in a new tab. Medium fidelity: the flow is complete, the polish is not the point.

What the project taught: strong research makes design decisions easier to make and easier to defend. UX is iterative, and further testing would show where the next improvements are.

Where I would take it now. This project runs the double diamond in full, and that rigour is what makes its findings defensible. On a live product I would reach a working prototype sooner and let real behaviour confirm or correct the research, with AI taking the last mile of design and code.

Next: Deposify