The Lost Paradise of Delmon

The Lost Paradise of Delmon

Project Type: Group Project


Timeline: 2 weeks

Role: Project Manager, UX Researcher

Tools: Notion, Figma, FigJam


The Lost Paradise of Delmon is one of the most renowned waterparks in Bahrain. The majority of the people of the country have amazing memories there that they would gladly relive or pass on to their children. Yet, there are still some issues that people face today. With the team, the common problems were identified and addressed in the design.

Research Methods

  • User Interviews were used to identify user pain points in regard to their experiences before, during and after going to a waterpark.

  • Comparative Analysis where the features of indirect competitors to the app were analyzed to understand the international market and asses different ideas that may or may not be implemented within in the design.

  • Two types of competitive analyses were used.

    1. Comparing the task of buying a ticket and the different steps it requires to complete a task to the existing website in order to eliminate steps or facilitate the task process.

    2. Conducting a feature inventory test to discover the existing Bahraini market when it comes to both features and tasks, and using those as possible features in the app.

Research Results and Synthesis

Using an affinity map where we grouped quotes from user interviews, we identified trends that aided in synthesizing a personas, problem statement and considering possible features to prioritize which aided in building the user flow.

  1. Parent Persona

    • They need their child to have fun, clean and safe rides and a quick booking process

    • They are frustrated by crowds, the lack of safety at waterparks and wasted time

    • Their goals include a having a successful family day, their child's safety and easy access to information

  2. Teenager Persona

    • They need to get away from school, adrenaline and easy navigation systems

    • Frustrated by time wasted not playing and the price of food at waterparks.

    • Their goal is to have fun, save time and to keep their whole family happy.

Problem statement was synthesized for both personas:

Visitors find difficulty buying tickets in person, connecting with their group, getting stuck in crowded areas, and risk losing or damaging valuables, and need to contact loved ones.

This resulted in creating a solution statement:

We believe that providing a map of the area that shows wait times at different rides, facilities and restaurants while showing visitors towards their friends/family and their items will elevate the frustrations of the visitor.


User Flows:

  1. Task for Teenager: Navigate toward a ride



  1. Task for Parent: Book a ticket

Possible features were identified and prioritized, based on the impact and effort needed, using a 2x2 metric.

Identified features were then used to facilitate user tasks and overcome usability challenges.



  1. Task for Parent: Book a ticket

Possible features were identified and prioritized, based on the impact and effort needed, using a 2x2 metric.

Identified features were then used to facilitate user tasks and overcome usability challenges.


  1. Task for Parent: Book a ticket

Possible features were identified and prioritized, based on the impact and effort needed, using a 2x2 metric.

Identified features were then used to facilitate user tasks and overcome usability challenges.

Grayscale Prototype

Usability Test Results

Problem 1:

Messy Checkout page

Solution 1:

Problem 2:

Confusing visual element

The calendar at the bottom of the Home Page was very confusing. Users thought it was interactive when it was supposed to be informative.

Solution 2:

Problem 3:

Unnecessary Design Feature

There was a search bar on every page, even when it wasn’t necessary

Solution 3:

Final Solution

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