PROJECT:

PROJECT:

PORTAVENTURA

PORTAVENTURA

PORTAVENTURA

DESCRIPTION:

DESCRIPTION:

The project was conceived as a Product-Service System, combining a physical energy-recovery technology with a digital layer designed to enhance the visitor experience.
Alongside the regenerative braking system installed on several roller coasters, a mobile application was designed to connect users with the sustainable infrastructure of the park.
The app acts as a digital companion throughout the visit, allowing guest to plan their day, access real-time information about attractions and service, and interact with the park in a more engaging way.

The project was conceived as a Product-Service System, combining a physical energy-recovery technology with a digital layer designed to enhance the visitor experience.
Alongside the regenerative braking system installed on several roller coasters, a mobile application was designed to connect users with the sustainable infrastructure of the park.
The app acts as a digital companion throughout the visit, allowing guest to plan their day, access real-time information about attractions and service, and interact with the park in a more engaging way.

TEAM:

TEAM:

6 Members

MY ROLE

MY ROLE

UX/UI Designer

This project was developed as part of a university course. At the time of development, PortAventura did not yet have an official mobile application.

This project was developed as part of a university course. At the time of development, PortAventura did not yet have an official mobile application.

21:10:57

PORTFOLIO

USER RESEARCH

USER RESEARCH

Before designing the application, we conducted research to understand how visitors interact with digital tools in amusement parks and what features help them plan and enjoy their visit.
As part of the research phase, we analyzed several existing theme park applications such as Disney, Universal Studio, Six Flags and Parque Warner to identify common features and usability patterns.

This benchmarking allowed us to understand what users expect from this type of application and detect opportunities for improvement.
The analysis revealed that most park apps focus on helping visitors plan their day efficiently, providing tools such as:

• Interactive park maps
• Real-time waiting times
• Attraction and restaurant information
• Ticket purchasing and storage
• Notifications for shows and events

One of the most important elements across all analyzed apps was the interactive map with geolocation, which helps users navigate the park and locate nearby attractions or services.

However, we also identified opportunities to extend the experience through new features such as energy-awareness information, eco-friendly attraction rewards, and in-app photo purchasing, which are not commonly integrated in other park applications.

USER PERSONAS

USER PERSONAS

Based on the research, we defined several representative user profiles to better understand the needs and motivations of potential visitors.
These personas represent different types of park visitors, including young adults, families, accesibility users and older visitors.

Persona 1- Isabel

Age: 21
Occupation: Student
Lifestyle: Social, active and environmentally conscious

Isabel enjoys spending time with friends and organizing plans and trips. She is aware of environmental issues and tries to support sustainable alternatives whenever possible.

Frustrations


Sustainable alternatives are often more expensive
• Lack of information about real environmental impact
• Limited visibility of sustainable initiatives

Goals

Discover new technologies that help reduce environmental impact
• Make plans that align with her sustainability values
• Understand how her actions contribute to environmental improvement

Persona 2- Jorge

Age: 45
Occupation: Public employee
Lifestyle: Family visitor

Jorge enjoys spending time with his family and organizing activities with his children. He values experiences that combine entertainment with educational or environmental awareness.

Frustrations


Slow progress in addressing environmental issues

• Lack of concrete actions from companies

Goals

Enjoy family experiences
• Teach his children the importance of protecting the environment

Persona 3- Carlos

Age: 56
Occupation: Secretary
Accessibility: Wheelchair user

Carlos enjoys outdoor activities and new experience despite mobility limitations. Accessibility and inclusive design are essential for him when visiting public spaces.

Frustrations


Lack of accessibility in some environments

• Limited consideration of people with disabilities

Goals

Access leisure activities without barriers

• Enjoy experiences without limitations

Persona 4- Pilar

Age: 71
Occupation: Retired
Context: Senior visitor

Pilar enjoys spending time with her family and grandchildren. Although she is interested in technology, she sometimes finds modern apps difficult to understand.

Frustrations


Complex interfaces
• Lack of clear tutorials or guidance

Goals

Easily organize plans with her family
• Use simple digital tools to enhance experiences

IDEATE

IDEATE

Based on the insights gathered during the research phase, we defined the main sections and features of the application. This structure organizes the core functionalities that help visitors plan, navigate and interact with the park

USERS FLOWS

USERS FLOWS

After defining the structure of the application, user flows were created to map how visitors complete key actions within the app

LOW-FIDELITY WIREFRAMES

LOW-FIDELITY WIREFRAMES

Initial screen layouts were explored through quick sketches to define navigation, hierarchy and key interactions before moving to digital prototypes.

HIGH-FIDELITY PROTOTYPE

HIGH-FIDELITY PROTOTYPE

HOME

MAP

LIST

CALENDAR

INFO

LIST

BUY TICKETS

INFORMATION

RESERVATION

INFORMATION

HOME

INFORMATION

USER

INFORMATION

UX/UI DESIGN

UX/UI DESIGN