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A High-fidelity Prototyping tool

Should Designers code? We didn't think so. Lightwell exists to create rich animations and interfaces as iOS elements that a developer can implement with a few lines of code. Streamline designer workflows with one tool rather than multiple tools.

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Early versions

of Lightwell

When I first arrived to Lightwell, it was a creative tool for artist to make interactive content without coding. The concept rose from the Adventures of Pan, interactive story apps for children, in order to produce faster apps with complex animations and interactions.

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Identifying Our Main Users

The second most important thing for me to establish early on in the process was to understand who our users were. Art is different from design, but why? What're their different goals? What are their pain points? How do they currently succeed at their job? What are all the touch points that we need to consider?

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Simplifying

the System

Simplicity within any product is hard to achieve. In order to avoid our users being overwhelmed by feature choices, we needed to rethink our entire system. The most difficult part of my job was to step back and reduce visual noice, restructure the tools layout, and reorganize features contextually to a users flow.

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Testing and 

experimenting

Part of my daily routine was to test Lightwell to discover the power of the app and also find existing bugs. Seeing is believing, so here some of the few examples of animations I created to showcase what's possible in LW.

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Designing for

First Mile Users

Now that we have a product that's solving a real need, how can we get it in the hands of as many people as it could help? How can we provide better on-boarding for new users? How can we teach users our new tool? What do our empty states look like? Is our walkthrough of our software contextual?