Getin
Designing the mobile experience for a modern ticketing platform

Chapter 01
Overview
Getin is a mobile ticketing platform designed around the full event experience - from discovering events and choosing tickets to managing access, transfers, refunds, and digital tickets.
As the main Product Designer for the mobile experience, I owned the design process across product flows, UX architecture, interaction design, high-fidelity UI, prototyping, and developer handoff.
I worked closely with product, engineering, and business stakeholders to translate product requirements and operational complexity into clear, scalable experiences for different user types.

Chapter 02
The Challenge
Ticketing appears simple from the outside, but the product has to support many interconnected scenarios.
Users may need to discover events, compare ticket tiers, understand access rules, purchase multiple ticket types, manage digital tickets, request refunds, transfer tickets, and interact with different types of profiles.
At the same time, the product has to support fans, artists, producers, and event organizers without making the experience feel fragmented.
The challenge was to create a product structure that could support this complexity while keeping the experience intuitive, consistent, and lightweight.
Chapter 03
My Role
I worked across the mobile product end-to-end.
My responsibilities included:
- Mapping and designing product flows
- Defining UX architecture
- Designing interaction patterns
- Creating high-fidelity product UI
- Prototyping new experiences
- Building reusable UI and interaction patterns
- Collaborating closely with product and engineering
- Preparing designs for implementation and handoff
A large part of the work involved taking complex product requirements and turning them into scalable patterns that could be reused across the app.
Chapter 04
Discovery & Event Exploration
One of the key product challenges was helping users move quickly from browsing to understanding whether an event was relevant to them.
I designed discovery experiences that brought together event information, recommendations, location, artists, social context, ticket availability, and event content within a consistent system.
The goal was to reduce the amount of effort required to understand an event while still allowing users to explore deeper when needed.
Reusable cards, navigation patterns, and content hierarchy helped create consistency across different event types.


Chapter 05
Ticket Purchase & Checkout
The purchase experience needed to support multiple ticket tiers, access types, pricing structures, add-ons, and payment scenarios.
I designed multi-step purchase flows that progressively revealed information rather than presenting all complexity at once.
The experience focused on keeping three things clear throughout the journey:
- What the user is purchasing
- How much it costs
- What action comes next
The same interaction logic was designed to scale across different events and ticket configurations.
Chapter 06
Ticket Management
Purchasing a ticket was only one part of the experience.
Users also needed to manage tickets after purchase, including accessing digital tickets, transferring tickets, handling refunds, and understanding ticket status.
I designed these post-purchase flows as part of a broader ticket-management system so that actions and statuses remained consistent throughout the product.

Chapter 07
Profiles & User Roles
The platform supported multiple types of users, including fans, artists, and producers.
I designed profile experiences that adapted to these different roles while maintaining a consistent product language.
This required balancing different types of information and functionality without creating completely separate products for each user type.

Chapter 08
Scalable Product Patterns
As the product expanded, maintaining consistency became increasingly important.
I created reusable interaction and UI patterns for cards, navigation, ticket states, actions, profiles, and transactional flows.
These patterns helped support new features without requiring every experience to be designed from scratch.
Chapter 09
Outcome
The work created a clearer and more scalable foundation for Getin’s mobile product.
Rather than treating discovery, purchasing, ticket management, and profiles as separate experiences, the product evolved around a shared system of interaction patterns and visual rules.
This foundation supported continued feature development while keeping the experience consistent across the app.