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Case study UX Design

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Coca-Cola
Motivation & Process

Background

Globe

Motivation & Inspiration

The art of connecting is timeless

Inspired by the current situation in the world, choosing brands and the setting of an event known for bringing different cultures and communities together—Coca-Cola and the FIFA World Cup. This project reminds people that we are a lot closer than what we think, and gives the user a taste of other cultures by allowing them to walk into a different reality.

Design Method

Stanford D. School’s 5 Stages of Design Thinking

Design Method: 5 stages of design thinking Design Method: 5 stages of design thinking

User Research

Empathize Stage.

Literary Review
Empathize stage

The research was based on two central themes: finding what it is that gives meaning to a place, and how/why do people connect to certain things.

Meaningful Places Heart
1. Meaning of a Place

"A place is distinguished by its people, markets, governments, and institutions, as much as it is by its physical landscape and natural resources, transportation systems (including streets and roads), buildings, and boundaries. Like livability and sustainability, place is an ensemble concept."

National Research Council et al. (2002). 'Community and Quality of Life: Data Needs for Informed Decision Making.' National Academies Press.


"The character of a place, its identity, and its people's sense of rootedness are shaped by interactions within the place and with other places... In adition, places evolve over time, so connections across time are also important."

National Research Council (2002, p. 55-56)

Meaningful Places Heart
2. Community + Connecting
Augmented Reality Storytelling

"...one augments a place with memories and stories so that a new experience is created that is more powerful than the real location by iteself, or the virtual content by itself."

Gunnar Liestoel, 2019. Augmented Reality Storytelling - Narrative Design and Reconstruction of a Historical Event in situ. International journal of interactive mobile technologies, 13(12), pp.196-209.


Threefold Taxonomy:

  • Reinforcing
  • Reskinning
  • Remembering

Gunnar Liestoel, 2019. Augmented Reality Storytelling - Narrative Design and Reconstruction of a Historical Event in situ. International journal of interactive mobile technologies, 13(12), pp.196-209.

Primary Research
Empathize stage

Primary research comprised eighteen surveys that gathered quantifiable data, collecting information on consumers' perception of the brands, important values, their community, product and device importance, etc.

Participant Forms

Data Analysis + Findings

Define Stage.

Data Analysis
Define stage

The MAXQDA software was utilized to analyze the information gathered from the participants. Consistent themes were identified on the answers of the survey, leading to a precise affinity diagram followed by a thematic analysis of the data. The key findings presented on the charts below reinforced the setting of this project for Coca-Cola on an event such as the World Cup.

Data Analysis Affinity Diagram
Key Findings
Define stage
Data Analysis
Data Stats

These findings guided the focus to an audience of younger adults, and inspired the creation of the following two user personas.

User Personas User Personas

Ideation + Branding

Ideate Stage.

Competitor's Analysis
Ideate stage

The MAXQDA software was utilized to analyze the information gathered from the participants. Consistent themes were identified on the answers of the survey, leading to a precise affinity diagram followed by a thematic analysis of the data. The key findings presented on the charts below reinforced the setting of this project for Coca-Cola on an event such as the World Cup.

Competitor's Analysis
HMW ?'s + Rapid Idea Generation
Ideate stage

Finally, both techniques were complemented with a Brain Writing session in which all ideas were sketched out thoroughly to analyze their feasibility and purpose.

How Might We Statements, Rapid Idea Generation, and Brain Writing Sketches
Branding
Ideate stage

Coca-Cola's philosophy and brand guidelines were taken as reference for prototyping.

Brand Guidelines Brand Guidelines

App Development

Prototype Stage.

Campaign Slogan
How it works

Augmented Reality

The project includes two types of design: packaging and app. The design on cans will correspond to each country participating on the World Cup, and will include a QR code you could scan. In the app you’ll find the necessary information to get to the AR location.

Process
Opening animation for the app
Prototype stage

Illustrations created by: Carolina De Alba
Animation produced by: Cynthia Valdés (cynthiavaldesfx@gmail.com)

How were AR sites chosen?
Prototype stage

The sites are chosen based on research of the city, showing a place that connects and represents the community and culture from that specific showcased country. Site locations decisions can be either by historical events or by current immigration patterns and data. Bellow are some preliminary illustrations and an approximate idea of how the AR elements will appear while using the app.

Augmented Reality Augmented Reality
Design Rationale
Prototype stage

The design rationale for this project was based on Apple iOS Human Interface Guidelines, guaranteeing legibility and intuitive interaction.


After analyzing the feedback received during the paper prototype testing, wireframes were designed to get a more intelligible idea of what the end product would look like. Also undergoing rounds of user testing, this step was crucial for adjustemts prior to the final prototype design. Below are some of the wireframe screens created using AdobeXD, along with blue guidelines showcasing what the interaction between screens would look like.

Wireframe screens Prototypes
Hi-Fi Screens

*Literary review, journey maps, storyboarding, and user testing were not showcased in this case study.
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