A ticketing app for rock fans, with band information, a simple checkout, and shareable tickets. Designed as a project for the Google UX Design Certificate.
Rock fans struggle to find information about shows, buy tickets without hassle, and share the experience with other fans.
An app with full band information, a simpler checkout, and shareable tickets.
Completed through the high-fidelity prototype, as a project for the Google UX Design Certificate (Coursera).
Rock fans want to know everything about the band before the show, and they don’t want to fight the checkout.
Rock Ticket started as a project for the Google UX Design Certificate on Coursera. The program covers the whole cycle: empathize, define the problem, wireframes, prototypes, and usability testing.
The problem I picked: rock fans can’t find detailed information about shows, find ticket buying complicated, and have few ways to share the experience with other fans. The goal was one accessible platform that handles all of it.

Buying the ticket was only part of what fans wanted to solve.
I ran interviews with fans of different ages and music tastes, online and in-person surveys, and a competitor analysis.
My starting assumption was that fans mostly wanted to buy fast. Research showed they also care about information on bands, venues, and getting there, and about connecting with other fans around the event.
Two personas guided the design. Lucas follows an up-and-coming band, misses shows because he can’t buy tickets early enough, and wants to meet other fans. Ana is a mother and a sales manager. She looks for family-friendly shows nearby and misses ticket sales because she has no time to keep up with announcements.
The question behind the work: how do we offer detailed band information, collectible shareable tickets, and an easy checkout for the casual fan?


I built a journey map with every touchpoint in the app, from discovering the show to sharing after the event.
The competitive audit looked at interface, pricing, social features, and band content. Ticketmaster and Eventbrite are established players, but generic. I saw room for a platform built around the rock fan.

I drew the wireframes digitally to test layouts and features quickly, get feedback from peers and users, and adjust at low cost. They also served as a reference to align the product vision with whoever would build it.


I ran two usability studies with users who matched the personas. Format: unmoderated and remote, in Brazil, with 10 participants and 30- to 60-minute sessions.
Easy navigation came up as a core need, along with preparing the app for assistive technology.
The second study showed frustration at checkout. To shorten the purchase, I merged the “Current order” and checkout screens into a single “Order summary” screen, which also added a choice between pickup and delivery.

First, a low-fidelity prototype to prepare the usability test. Then a more detailed high-fidelity prototype, with interface, interactions, and transitions close to the final product.
I used the high-fidelity prototype to present the idea to stakeholders and future users and to check feasibility before a full development phase.


Accessibility was part of the design from the start.

Rock Ticket stayed a Google UX Design Certificate project, completed at the high-fidelity prototype. The planned next steps were more rounds of usability testing and exploring augmented reality for previewing venues.
The studies showed that band information was still hard to find.
Talking with developers is part of the design work: the wireframes were already a way to align the product with the people who would build it.


