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UX/UI Designer
PORTFOLIO
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.
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
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

After defining the structure of the application, user flows were created to map how visitors complete key actions within the app
Initial screen layouts were explored through quick sketches to define navigation, hierarchy and key interactions before moving to digital prototypes.
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