Stockholm Xperience Conference
Our team developed a web app to improve networking and engagement at the Stockholm Xperience Conference, a hybrid event for UX designers. Applying User-Centered Design principles, I contributed to research, prototyping, and testing that uncovered key insights for creating a seamless user experience.
The Project
Background of the project
STHLM Xperience Conference is an annual event for UX designers held in Stockholm. The organizers wanted to enhance the attendee experience by creating a web-based app that could be used before, during, and after the event without requiring any downloads. The goal was to deliver a smooth, branded, and engaging experience for both local and remote participants. We used the Design Thinking process as our framework for the project.
My Role
I was involved in the entire Design Thinking process, including user research, persona development, and prototyping in Figma. For the final high-fidelity prototype, our group split into two teams. I worked with a team of three on a gamification version while two teammates developed a different concept. I also participated in usability and A/B testing to refine the app based on user feedback.
Timeline
The project timeline spanned nine weeks, starting with research during weeks one and two, which included stakeholder interviews, surveys, and market analysis. In weeks three and four, we focused on ideation and concept development. Prototyping, both low- and high-fidelity, took place in weeks five and six. During weeks seven and eight, we conducted usability and A/B testing to gather user feedback. Finally, in week nine, we made the last refinements before presenting the final solution.
Tools & Methods
We used Miro for brainstorming and user journey mapping, and Figma for paper prototypes, wireframes, and digital prototypes, enabling smooth remote and in-person collaboration. ChatGPT helped us generate early ideas.
Our methods included market analysis, stakeholder interviews, and surveys for insights. We used POV statements, “How Might We” questions, personas, and impact mapping to define problems and guide ideation. Design Studio sessions, brainstorming, and paper prototypes led to wireframes and digital prototypes, which we tested and refined.
The goal with the project
The goal was to design a web-based app that enhances the attendee experience before, during, and after the STHLM Xperience Conference by making networking easier, engagement higher, and the overall experience seamless and accessible for all participants.






Process
We based our work on the principles of User-Centered Design, ensuring that every step, from research to testing, focused on understanding and meeting the real needs of our users.


Define
Using the research insights, we created personas, customer journeys, and clear problem statements (POVs and How Might We questions) focusing on improving the networking experience for both physical and digital attendees.


Prototype
We began by sketching on paper to create simple, quick prototypes. Then we developed wireframes and basic digital mockups in Figma to explore layout and structure.




Empathize
We started by researching the event environment through environmental analysis, stakeholder interviews, and surveys to understand the participants' needs and challenges. We discovered difficulties in digital networking, confusing schedules, and workshop registration issues.
Ideate
Our team brainstormed and used design studio sessions to generate many ideas, ultimately focusing on solutions that would simplify networking before, during, and after the conference.


Test
We conducted usability tests and A/B testing with real users trying both gamified and non-gamified versions. Feedback showed gamification motivated users, but a mix of both concepts was preferred, along with features like QR codes and badges.


Low-fidility
High-fidility
For the final stage, we created detailed digital prototypes in Figma. We developed two versions, one with gamification features and one without, to test different approaches to encouraging networking.
Recommendations
Keep Testing
Continue conducting research and user testing throughout the development process. Regular feedback is key to identifying usability issues and ensuring the solution meets real user needs.
Flexible concepts
Combine versions with and without gamification to accommodate different user preferences. This approach helps create a more inclusive and adaptable app.
Market Awareness
Regularly review existing digital services to learn from best practices and identify gaps. This approach helps avoid repeating mistakes and encourages innovation that truly meets user needs. Sometimes, using an existing third-party app might even be the best and most cost-effective solution.
Lessons Learned
Gamification
Gamification is an effective tool to promote networking, motivating many participants through competitions and rewards.
Networking
Networking is a highly valued part of the conference experience.
Networking is a powerful way to engage participants and build community before, during, and after the conference.