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Imogen
Vander

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Hello! I'm Imogen.

I am an enthusiastic and futures focused university student, ready to break into the User Experience industry to generate intuitive, innovative, and accessible user experiences.

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My Mind is a mental health app that fosters an inclusive and accessible space targeted to recent high school leavers transitioning into tertiary studies in NSW. I worked as the lead UX Designer and App Developer on this project as part of my Digital and Social Media capstone subject. Through the process, we followed the double diamond design method through divergent and convergent thinking, problem scoping, user testing and feedback cycles. 

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As part of an environmental communication project, ‘The Moth Effect’ places Bogong moth conservation at the forefront of the attention economy. I have used a narrative storytelling style similar to that of Rachel Carson (1962) and Rebecca Giggs (2022) to increase the visibility and accessibility of Bogong moth conservation. I have also hypothetically partnered with the Zoos Victoria Moth Tracker to improve the reliability and validity of user-generated content for citizen science through this app. 

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Common Thread is an outfit rental app for environmentally conscious fashion lovers on a budget. I created this working prototype over an 8-week period by conducting usability testing, user research, interviews, card sorting, survey, peer-to-peer feedback, wireframing, sitemaps, UX flow charts, and FIGMA software.

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Deadly Mums

Indigenous Mobile App Case Study

I researched, analysed and presented case study on the Indigenous Mobile App, Deadly Mums. This project allowed me to examine cultural fluency and representation within the mobile app space, while reflecting upon Indigenous principles and protocols.

Depop

User experience analysis
and research portfolio

This project taught me the fundamentals of user experience design, research and analysis. Using Depop as a case study, key components were analysed including client needs, competitor analysis, user needs, pain points, user personas and user journeys. I then applied this knowledge and skills to complete an original user experience research plan and critically reflected on the practical and ethical implications of human-centred design research.

Research Project

Instagram uses and gratifications

The following research project studied the question: Has the increase in product exposure and consumption-centric content on Instagram influenced the uses and gratifications of young Australians aged 18-29? Primary and secondary research techniques were used, with findings presented in this report.

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