About WeJam

Many music fans dream to be able to play an instrument and join a band to play their favourite tunes.

WeJam offers an immersive rockstar experience in which anyone can join a band and jam without any musical skills.

The Goal

Discover the kind of people that would love to play in a band.

Define a product that would make this experience possible for a non-musician.

Design the tablet app that accompanies each instrument during this experience.

Players should feel like they’re playing in a band despite having no musical skill.

User Research

Based on the in-studio sessions, school sessions and pop-up events, these are WeJam’s main audience groups:

Families

Children between the ages of 6 to 12 loved to play our selection of popular songs on real instruments. And it seems their parents have a blast too, competing with their kids or relatives for the highest score.

Rock Fans

Rock fans seem more passionate about live music and getting on stage to impersonate their rock ‘n’ roll music heroes. They also have a sense of community around this passion, hanging out with friends of similar tastes.

Tourists

Being based in the heart of Camden, the experience draws in tourists who are passionate about the musical spirit and history of the area.

User Journeys

Based on the users sessions and the game’s social and musical aim, these are some of the most likely user journeys:

Information Architecture

Low Fidelity Designs

The app’s Beta screens served as the wireframes, as they evolved based on the needs and obstacles encountered during many client sessions.

Prototype

The final design takes elements from WeJam’s branding project (angular, vivid visual glitch, primary and secondary screen colours – RGB, CYM) that are applied on the app’s Beta design, which resulted from sessions and tests with users.

Responsiveness

The app is currently purposed for tablets in landscape mode. Most elements on screen use viewport sizes to adapt to different tablet screens. Absolute size limits are set for text and buttons, to ensure an easy user interaction in a context where the user has to focus outside the tablet screen as well.

Accessibility

We had the chance to test our accessibility during sessions at a school for autistic children. Based on their reactions and requests, the Accessibility mode was designed without non-essential visual details and settings, and simplified song scores with just the coloured note bubbles and no staves.

Content Strategy

New songs added to the game

Branded merchandise for purchase at the end of the experience

Articles and listings on leisure platforms such as Time Out, Airbnb, TripAdvisor

Social media posts from the experience and around the rockstar culture

Analytics

User reviews – prompted on the tablets at the end of the experience

Recording user journeys during sessions

Feedback prompted through the follow-up email

A/B testing during sessions