UX Project

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A project of a mobile app, focused on the possibility of giving things a second life, for free.

As a user experience designer I want to create some safe space for people wanting to exchange or to share things for free.

Phase 1 - Needs' analysis

Problem to explore: As humans, we have the overflow of things.

At first, I defined 5 areas to develop:

  1. What people know about less waste, sharing economy, etc.?
  2. What are they doing with offered technology?
  3. How they share their things with others?
  4. What is their motivation?
  5. What are their problems and habits?

Information about the scale and trends of the problem in Poland I collected during the desk research conducted in the beginning. That helped me with the selection of people to conduct in-depth interviews. Then, I prepared a screener questionnaire posted on social media groups or done by people found with help of a snowball method.

In the in-depth interviews respondents were asked about 60 questions divided by several areas. Additionally, when respondents were using the swap-things apps, they were observed how they deal with the apps.

All the data was recorded and collected which helped me with the later analysis. Based on that, we I created 2 personas:

  1. Magda - female collector of different things, but willing to share things with others, she doesn't want to waste stuff.
  2. Lukasz - male young adult, advanced with technologies. Economy is one of the main important areas regarding things he owns.
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Phase 2 - Strategy

To better know all the process going while getting things from others or sharing them with others, I prepared Experience Journey Maps with all stages our users go through, activities they do and emotions they have.

Knowing all of the information so far, I decided to start building the value proposition with the use of the Value Proposition Canvas. That helped me to define how I can address future users' needs and pain points.

Further, I prepared competition analysis and benchmarking, but not only in share-things apps. I also took into considerations other solutions with features I found interesting as a possible use in our mobile app. Among those apps, there were Facebook, Amazon, Vinted or Tinder.

I defined MVP features and KPIs to help me measure the development of the app, my concept to do that was:

Free-willing to connect, the Internet community focused on the things overflow problem. The product was supposed to solve the biggest users' problems and pain points experienced while using similar solutions of other companies.

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Phase 3 - Modelling

To explore the multiple contexts of usage even more, I created user scenarios. Based on those I prepared user flow diagrams which helped me to clarify particular steps that user may take to achieve their goals. Later, having the user flows finished, I used paper prototyping method to visualise transitions between certain screens.

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Phase 4 - Prototyping

Every step I went through, eventually, let me formulate the most important project decisions:

  1. Introducing our platform to new users in a properly designed way.
  2. Building an aware community.
  3. Definition of the most important app features.
  4. How to navigate on our platform.
  5. The most important interactions we want to implement.
  6. Usage of our own design system.

The application prototype was designed in Axure RP. My team used our own design system. All the designs were implemented with the grayscale palette with only one main colour, highlighting the main actions, buttons and information.

I also conducted usability tests on our prototyped application with a use of Loop11 tool. This let us to see what we need to improve and rethink in the future.

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