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Antix Club App

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App showcase on phone

Client: Concept mobile app project for Antix Nightclub

Role: UX/UI Designer and Marketing Manager

Tools: Pen & paper, Figma, Canvas.

Timeline: 3 Months

Platform: iOS / Android

Antix is a late night club that's been a city staple since 2005. To keep its vibrant community engaged, the goal was to design an app that gives club goers direct access to events, rewards, and exclusive perks and helps the club push updates and promotions efficiently.

Antix logo

Problem Statement:

While Antix has a strong local following, it lacks a digital platform to:

Goals:

For Customers:

For The Business:

User Research:

To better understand the needs and behaviours of Antix's potential app users, I focused on qualitative research through:

  • Informal interviews with club goers aged 20–35
  • Observations of nightlife habits (preference for Instagram updates, VIP culture, guest lists)
  • Online reviews of Antix and competing clubs
  • Competitive research from other night clubs apps in the area.

Creating Personas

Antix Personas

Common Pain Points

Key Takeaways

Information Architecture

I defined the key journies the users will take based on my personas goals

A. Jess (Nightlife Regular): Quick Event Check + QR Access

B. Dan (Occasional Clubber): RSVP for Upcoming DJ

Nadia (VIP Seeker): Redeem Loyalty Perk

To ensure users can navigate the Antix app with ease, I created a clear and intuitive IA map. It balances the needs of both regular club-goers and first-time users, organizing content in a way that reduces friction and aligns with user expectations.

Wireframes

Key design decisions

Sketching and Wireframing

To translate research insights into tangible ideas, I began the design process with low fidelity sketches followed by digital wireframes. This step helped define layout, hierarchy, and user flow without being distracted by visuals too early.

πŸ“ Low-Fidelity Sketches

I sketched multiple core screens to quickly explore structure and interactions. These included:

These sketches allowed quick iteration and helped me think about the app holistically from a user's point of view.

Wireframes

πŸ“± Digital Wireframes

Based on the sketches, I created digital wireframes in Figma to define screen layout and information hierarchy more clearly.

Screens wireframed:

These wireframes served as the foundation for user testing and early feedback before moving to visual design.

Mock Screens

Low Fidelity Wireframes

To begin translating insights from research into tangible design, I created a set of low-fidelity wireframes to explore layout, hierarchy, and core functionality. The goal was to rapidly iterate on structure before moving into more refined visuals.

These wireframes helped:

Wireframes

Screens Created:

Each screen was designed with simplicity in mind and enough fidelity to evaluate layout and logic, but flexible enough to allow changes based on feedback.

πŸ”„ Interactive Prototype

I built an interactive prototype using these wireframes to simulate the core user flows. This allowed for early usability testing and helped validate whether users could:

πŸ” Usability Testing (Low-Fidelity Prototype)

🎯 Objective

To evaluate the clarity and usability of the app's key user flows, identify friction points, and validate early design assumptions before progressing to high fidelity design.

πŸ‘₯ Participants

I conducted a moderated usability testing sessions with 6 participants (2 females, 2 males and 2 non binary) and created personas based on the participants of the user research:

Jess – The Nightlife Regular (25, Social Media Savvy)

  • Goal: Stays updated with club events and appearances.
  • Tech comfort: High (daily Instagram TikTok use).

Dan – The Occasional Clubber (30, Busy Professional)

  • Goal: Finds events when free; wants a quick and smooth experience.
  • Tech comfort: Moderate (frequent app user, prefers simplicity).

Nadia – The VIP Seeker (28, Experience-Oriented)

  • Goal: Looks for perks and exclusive events, loyalty is a motivator.
  • Tech comfort: High (comfortable exploring features).

πŸ§ͺ Tasks Tested

Participants were asked to complete five core tasks using the interactive low-fidelity prototype:

Wireframes

πŸ’‘ Key Insights

πŸ”§ Improvements for Next Iteration

High Fidielity

πŸ”§ High-Fidelity Design

With feedback and insights from the low fidelity prototype testing phase, I moved on to crafting the high fidelity user interface. The goal was to bring the Antix experience to life visually vibrant, dynamic, and intuitive while preserving a consistent and user centred flow.

Key Improvements from Lo-Fi:

Deisign Spec

Microinteractions:

🎯 Usability Testing (Hi-Fi)

To simulate a real world testing environment, I conducted a round of high fidelity usability testing using an interactive prototype with user personas.

Tasks:

  1. Sign in and explore upcoming events.
  2. View event details and save one to favorites.
  3. Open loyalty card and scan QR code.
  4. Watch videos in the gallery.
  5. Locate the drinks menu.

βœ… What Worked Well

⚠️ Areas for Improvement

Bright accents made CTAs easy to spot.
Gallery video player needs clearer play buttons.
Loyalty system felt intuitive and engaging.
"More" menu could be more descriptive ("Settings" confused some users).
Smooth flow between sections via tab nav.
Users wanted filters for event types (e.g., genre, time).
Strong visual consistency built trust.
Some icons (e.g., QR code) needed text labels for clarity.

πŸš€ Next Steps

βœ… Reflection & Key Learnings

Designing the Antix Club app was an exciting opportunity to create a digital experience tailored for nightlife enthusiasts. Throughout the project, I deepened my understanding of user centered design, rapid iteration, and the importance of aligning business goals with user needs. One of the biggest challenges was balancing visual energy (to match the club's brand) with usability, especially considering late night and low light use cases. Creating clear navigation and ensuring accessible UI components taught me how small details (like contrast, spacing, and micro interactions) can drastically improve the experience. I also learned the value of low fidelity prototyping and early testing. Getting quick feedback from the personas, helped me iterate with purpose and prevent design missteps later in the process.

β™Ώ Accessibility Considerations

The nightlife audience often uses mobile apps in dark, crowded environments, so accessibility was a key focus throughout the design process. To improve usability and inclusivity, I considered:

🎯 Final Summary

The Antix Club app is a nightlife companion designed to help users discover events, earn loyalty rewards, and connect with the vibrant club culture in Bristol. The final product balances bold branding with smooth usability, offering features like personalized event feeds, a QR based rewards card, and an interactive photo gallery. From onboarding to loyalty tracking, every interaction is designed to feel exciting, effortless, and authentic to the Antix experience, ultimately driving user engagement and venue loyalty.