Any event. Any scale.
Minutes to launch.
Event Management System
- Company
- Nunify
- Platform
- Desktop
- Team
- 1 Product Designer
- 1 Product Manager
- 2 Developers
- Outcome
- +22% organisers
- +66% events created
Summary
The features were great. The product was terrifying.
Nunify is an event tech platform for events of any type or size. Its product suite covers registration, the event app, check-in, networking, gamification, and exhibitor tools.
One of my initial tasks was to align the visual design with the branding, so my role was to collaborate with leadership and the design director to establish a cohesive visual strategy and design system.
While the existing features were great, the product was incredibly complex for new organisers, which affected the support and success teams as most organisers shepherded their work off to them.
With that, the core challenge was to simplify the UI while still allowing organisers to build their events and adopt all the great features they were scared to use.
Approach
This approach was guided by core principles: template-first design, supported by AI, and progressive disclosure to manage complexity seamlessly.
The build
One decision instead of nine.
Craft
One canvas, live preview, and constraints on purpose.
Outcome
More organisers came on and created events.
Growth in total events created.
22% more organisers came on and created events, and total events created grew 66%. Before, organisers only used the app for the events they had to; now smaller events get one too, because it turns out a 60-person meetup is allowed to be fun.
Support stopped bracing for event day, which nobody put in a dashboard but everyone noticed.
Niche features like networking match and ticket access codes stopped being buried. Sales could bring them up in a pitch instead of saving them for the demo.
Reflection
This project showed me that capability alone isn't enough — it must be easy to use within busy workflows. Templates helped organisers start quickly instead of facing empty setups, even if they sometimes felt rigid or led to mistakes. This was especially useful for low-stakes events.