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CASE STUDY

Stockholm Xperience Conference

A mobile-first concept for a hybrid UX conference, helping people find talks, workshops, and relevant attendees more easily.

Overview

Role

UX/UI Design + Research

Timeline

4 Weeks

Team

4 Designers

Outcome

Stakeholder Presentation

I reworked a mobile-first conference concept to make talks, workshops, people, and key actions easier to navigate in one place. The focus was on how attendees moved through the event, compared options, and decided where to spend their time.

The goal was to make it easier to move between content and networking without the experience feeling split up. The concept brought them into one simpler flow. The project was done at Nackademin during Year 2.

Context

SXC was a hybrid conference for UX designers, combining talks, workshops, and networking across physical and digital touchpoints. Attendees needed to compare sessions, decide where to spend their time, and find relevant people to connect with, often in the middle of a fast-moving event. The product needed to support those decisions quickly.

Problem

  • Relevant people were hard to find in the flow of the event
  • Sessions and networking felt disconnected from each other
  • Users lacked clear ways to start a conversation or make contact

Process

I used early sketches to test different ways of connecting sessions, networking, and key actions in one flow. The aim was to see what felt easiest to follow before moving into more detailed design work.

Early sketches and workshop material from the SXC concept
Early sketches exploring how content, people, and actions could sit in one flow.

Concept Exploration

Two concept directions were explored in parallel

We split into two groups to test two different directions before deciding what felt strongest.

One concept used a more gamified approach

This direction explored whether discovery and networking could feel more playful through game-like interaction patterns.

The other focused on a simpler flow

This direction tested a more direct structure where sessions, people, and actions were easier to understand without added mechanics.

Two SXC mobile concept directions, one gamified and one more direct
Two concept directions explored in parallel: one playful, one more direct.

Example Feature

Quick Connect

Quick Connect explored how networking could feel less separate from the rest of the conference journey. It made relevant people easier to discover around sessions and shared interests.

Quick Connect concept showing content, people, and next steps in one flow
Quick Connect concept linking content, people, and next steps more directly.

Outcome & Learnings

The project gave stakeholders a clearer picture of how the conference experience could be structured in a more connected way. While the concept was not tested with users at scale, it was presented to the organization, received positive feedback, and felt worth developing further.

Key learnings

  • Our design concept made it easier to move between conference content and networking.
  • Stakeholder feedback showed interest in taking the idea further.
  • The project showed how much clarity matters in a fast-moving event setting.