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