Moveapp

A first case study in UX focused application development




Moveapp is a design project that sought to reimagine the way urban services are located.

Introduction

The vision for Moveapp was focused on creating an excellent user experience validated by user research for people who intended to contract for services like moving or installing furniture. It aims to do this by means of an app based marketplace of services.  

I proposed this concept because competitive analysis showed a market that was glut with single service providers.  A related issue was that there was very little by way of ensuring that these providers were legitimate business, with most lacking customer reviews or independent assessments.  Moveapp proposes a competitive, vetted marketplace and a means for direct business to customer contact that is directly relevant to these concerns.  To this end, the app's UI is centered around a workflow where users may directly connect with a contractor and personally schedule services at a prearranged time.  

Research

Initial research was informed by the following hypothesis:

Users formulate policies governing moving on specific decision criteria: understanding what those consist of within this context [moving] and what their relative weights [value associations] are, through interrogating users’ previous experiences with moving, will allow me to construct an app with a user experience that presents informed and relevant information about the choices and tasks involved.

Competitive Analysis

For this step, I examined three services that competed with the product on a platform or a feature basis.

User Research

The first phase of user research involved trying to understand where people saw possibilities for value addition across the moving workflow.  Here were the key questions in my user research plan:

Methodology involved user interviews; and the questions above instructed what I asked them. There was a supplemental, related survey I developed as well.  The next step was to perform an affinity mapping of responses from user interviews. 

All user interviews were in-person; I interviewed 5 different people ranging from 30-75.  All interviewees had had experience with moving and the use of apps as primary originators of service delivery.

Define

Affinity Mapping

Affinity mapping led to sets of POV statements and How May We questions.  These were useful in developing a process oriented conception of the product; i.e. in creating workflows.  Here was one set of questions:

I’d like to create and market an engaging workflow for users that allows them to select service and concierge tiers priced by the quantity of time they can expect to spend on the process. 

Affinity Diagram 24 1.pdf

The affinity mapping exercise threw up the following themes:

Personas

I created several personas based on learnings from the affinity mapping exercise.  

It was useful to map out design and business goals at this time, as well as their intersection with constraints. 

goals 1.pdf

So far, work on moveapp had focused on determining what the drivers of users' need in this space looked like; what user goals were when they picked up an application meant to facilitate moving, and what interactions had been implemented by previous makers of such apps.  Converting the data I'd collected so far into a product design that incorporated some or all of the elements of users' perspectives was the next challenge in this process. Performing a card sorting exercise was an attempt at solving that in a concrete way.  

Card Sort - moveapp.pdf

The card sort exercise had made clear what the primary components and content categories of the app had needed to be.  So the next step was to create user and task flows that laid out precisely the workflow that the app was proposing to make available to its users.  For reasons of time, I chose to base the wireframing and prototyping exercise around 2 specific user flows, each associated with a user story. 

User and task flows

Moving on to interaction design, I then created user and task flows that were predicated on learnings from the user research and persona mapping exercises.

user-flows-by-anshuman-krishna (1) 1.pdf

Creating user and task flows also allowed me to create a schematic that would guide wireframe design.

taskflows 2.pdf

Design

I then created a few UI assets for this project.  Here are some iterations of the logo, in particular.

Similarly, the wireframes for the project went through multiple iterations.  All assets were created in Figma. 

Prototype

Test

The final phase of this project involved usability testing.  The product was, by now, based on a services marketplace, and giving user the flexibility to navigate or filter content through the metrics they preferred turned out to be key. Testing involved 5 participants.  Key metrics used in the test were (a) Learnability. (b) Error recovery and (c) Satisfaction.  Overall, users rated the app around 3.5/4 on aggregate.  Most users rated the model easy to use, and said that errors were either non-existent or easy to recover from, which was a satisfying finding. 


Summary

Moveapp came a long way! From a topic on moving, to actually understanding why moving was frustrating (the market is full of scammers and has low quality standards in TO), to concretizing a product that has the potential to address these shortcomings – the journey was interesting and creative and it taught me a lot about what developing a product centered around the user experience really involves.