SeatScanner of Theatre Tickets
SeatPlan

  • The Essentials
  • Design Roadmap
  • Design System
  • User Research
  • Prototyping
  • User Testing
  • A/B Testing
  • Figma
  • GA4
  • Hotjar
  • Maze
  • Agile Sprints

Overview

As a UX/UI product designer at SeatPlan, I played a pivotal role in enhancing user experiences through a comprehensive set of skills and methodologies. Throughout my tenure, I successfully integrated key elements such as design roadmaps, design systems, user research, prototyping, user testing, A/B testing, and agile sprints.

Design Process

  • Led the end-to-end design process, from discovery and definition to ideation and delivery.
  • Ensured a user-centric approach at every stage to meet and exceed user expectations.
  • Spearheaded the creation and implementation of a comprehensive design system.
  • Ensured consistency and scalability across all design elements, fostering a cohesive user experience.
  • Proficiently utilized industry-standard tools such as Figma for design collaboration.
  • Embraced agile methodologies, participating in sprint planning, reviews, and retrospectives.
  • Collaborated seamlessly within cross-functional agile teams, adapting to changing project requirements.

User Research

  • Spearheaded user research initiatives to gain deep insights into user behaviors and needs.
  • GA4 and Hotjar for advanced analytics, extracting valuable user behavior insights.
  • Utilized various methodologies to gather qualitative and quantitative data, informing design decisions.
  • Translated research findings into actionable design solutions.

UI/UX Design

  • Crafted intuitive and engaging user interfaces for both web and mobile applications.
  • Applied responsive design principles, ensuring a seamless user experience across diverse devices.
  • Collaborated closely with cross-functional teams, including developers and product managers, to align design goals with overall project objectives.

Prototyping, Usability Testing & Feedback

  • Created wireframes, mockups, and interactive prototypes using industry-standard tools such as Figma.
  • Leveraged Maze for usability testing of interactive prototypes, refining designs before implementation.
  • Conducted usability testing to evaluate the effectiveness and efficiency of the designs.
  • Gathered user feedback and iteratively implemented design improvements.
  • Ensured continuous refinement of the user experience based on real-world user interactions.

A/B Testing

  • Implemented A/B testing methodologies to analyze and optimize design variations.
  • Leveraged data-driven insights to make informed design decisions, enhancing overall product performance.

Design system

The UI had drifted. The same button existed in a dozen near identical variants across web and mobile, and every new feature meant redrawing components that already existed somewhere else. The goal was a single library, shared by design and engineering, so a screen could be assembled from parts that already had a name rather than drawn from scratch.

Built and shipped, it cut design to development handoff time by 24% and standardised the UI across web and mobile.

The design system in Figma: an index of atoms, molecules and organisms, a goals page, and component sheets showing button variants and states
01 — Atoms, molecules, organismsThe library is structured on atomic design. Atoms are the raw decisions, colour, typography, spacing, grid and breakpoints, icons and shadows. Molecules combine them into buttons, inputs, tags, tabs and modals. Organisms assemble those into the page hero, the seat cards and the best seats finder. Every component carries its variants and states, so prototyping stops being drawing: a new screen is assembled from parts that already exist, and an idea can be put in front of a user in hours rather than days.
The component library in Storybook: a navigable list of components, with a live rendered button, its source, and a props table exposing type, variant, size and state controls
02 — The same library, in codeThe library is published to Storybook, so the components are not a picture of a component: each one ships with its props, its states and live controls an engineer can flip. Design and engineering read from one source of truth, and a developer pulls the existing component instead of rebuilding it from a static comp. That is where the 24% came from, and it is the difference between a design system and a document nobody opens.

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David Kinloch © Copyright 2026