Designing a New Mobile App

Green thumb| end to end app design

The goal was to design a gardening companion app with tips and reminders on how to care for your houseplant. The key was to offer an approachable personalized experience, using common language alongside a clean, fresh design. I took 4 weeks to work through the Research, Define, Design, and Testing stages while maintaining a human-centered design approach to reduce risk and uncertainty.

OBJECTIVES

  • Approachable UX
  • Personalized Experience
  • Common Language
  • Fresh & Clean Design

CHALLENGES

  • Differentiate from Competition
  • Familiar Information Architecture
  • Learnable User & Task Flows
  • Uncover User Tendencies

Prototype

* Jump ahead to checkout the prototype

CONCLUSIONS

* Click here to view the results of the study

RESEARCH

To understand the potential user's needs, motivations and possible frustrations.

Market Research

There has been an increasing trend in gardening with more than a third of millennials growing plant and herbs indoors. With the benefits of plants for relaxation and air purity, millennials are becoming the leading group in the horticulture business. To kickstart the project I gathered research from a variety of sources to help inform my user demographic; Millennials aged 22-35.

Competitive Analysis

Numerous plant databases, plant identifiers and care reminder apps already exist. Basic reminders offered little to keep the user engaged long-term, while project-based feeds covered an overwhelming range of topics. The challenge was to find a middle ground that answered the needs of the indoor gardener with flexibility to personalize and provide information in a language the user could understand.

I started by spending time analyzing and understanding the competition: primarily their methods, pitfalls and successes. I drew common themes to better empathize with the user.

COMMON THEMES

User Empathy Map

Looking to uncover how and why millennials find out information about plant care, I conducted some empathy interviews. Participants were 22-35 years old. These not only confirmed the growing interest but the pitfalls of indoor gardening.

KEY INSIGHTS

Secondary research confirmed the increased trend in gardening, with more than a third of millennials growing plant and herbs indoors. Projections estimate that by 2050, 87.4% of the population will be living in urban areas and anxiety will be the number one health issue, outranking obesity. With the benefits of plants for relaxation and air purity, millennials are becoming the leading group in the horticulture business.

Provisional Personas

After conducting Empathy and Secondary Research, it was revealed that I had three primary levels of gardeners who all have slightly differing needs to account for.

Millennial
(Student Debt)

Age 23-30

Goals

  • Pay off debt
  • Rent apartment
  • Provide for family

Frustrations

  • Pay off debt
  • Student Loan Interest
  • Career change is risky
  • Wants to save but can't

Older Millennial
(No Debt)

Age 30-38

Goals

  • Enjoys city with friends
  • Happy at work
  • Purchase items they want

Frustrations

  • Not earning enough
  • Over-spending
  • Doesn't know how to save

Couples & Families

Age 30-48

Goals

  • Travel
  • Buy property
  • Retire on-time

Frustrations

  • Savings/Lifestyle Balance
  • Not as career-driven
  • Unsure her ability to provide for a family

User Journey Map

Taking the provisional personas I wanted to expand on what the users' thought process would be when acquiring and caring for a plant. So, I created a hypothetical journey map to discover potential pain-points.

Potential Features to address Journey Pain-Points

Define

With a base understanding of my potential users I wanted to get to know the specific user to inform design-thinking decisions. This would allow me to design for a singular user that represented my typical user.

User Interviews

Interviewing six participants I asked open-ended questions about their lifestyle, plant acquisition and care techniques.

Participant Requirements

Young Professionals
23-40 years old
Own Houseplants
Varying Experience

User Personas

Informed by the user research, I uncovered the specific stages of my users' journey and developed three strong personas to help drive the design for a variety of users. While they shared many needs and frustrations, the app would need to have the flexibility to keep all users engaged.

* View complete User Personas

Product Feature Roadmap

OBJECTIVE

  • Brainstorm and prioritize potential product features using gathered research to inform.

USER GOAL

  • Build a plant collection linked to reminders, suggested care and inspirational resources.
* View COMPLETE Feature Roadmap

I visualized the features by developing a simple site map to work off of. I then developed user and task flows that utilized the preferred features necessary to the app.

User Flows

Research suggested that navigation simplicity was paramount, so I spent a great deal trying to design the simplest path for the user to follow. However, I realized that users would also need the ability to traverse alternate paths in case they took an alternative navigation approach. This helped form a better understanding of how all of the components could work together in a variety of ways in order for the user to achieve the desired goal.

Task Flow

DESIGN

During the research phase, I created a mood board that referenced both plant and task tracking apps in order to gain design pattern inspiration. I also looked to my product features, site map, task flows and user flows in order to form a complete low-fidelity version to test.

Low-Fidelity Wireframes

First with pencil and paper followed by a self-built, low-fidelity UI Kit I was able to construct an overview of the app and make changes both to the flow and visual language. I was looking to create a balance between the flow, understand the visual nature of the app and include an educational aspect to the app design.

I analyzed the common themes, key insights and potential features discovered during the research and define phases. I focused the initial Low-Fi wireframes' design on familiarity, simplicity and clarity in order to satisfy the users needs and goals.

The most important insight to consider was the app's usability and navigation elements. The users expressed a necessity for a simple and intuitive navigation in order to browse the app efficiently. So I referenced the task tracking apps as well as additional plant tracking apps for feature design inspiration.

* View ALL Low-Fi Wireframes

Low-Fidelity Prototype

After conducting a physical usability test on my sketches I made slight adjustments and converted them into digital wireframes in Figma using my low-fi UI Kit. I was able to set up and adjust key elements quickly and with confidence.

Brand Development

Research revealed the importance of providing a design that was flexible despite the user's plant care experience. Strong imagery, navigation simplicity and basic learnability of the app became paramount while developing the brand.

A dark background, vibrant color scheme and strong bold imagery would guide a first-time user along the path of discovery while giving a seasoned veteran a portfolio to keep track of their collection.

Logo Design

Throughout the design phase I periodically worked on developing a functional logo. After brain-sketching designs, I started to convert two specific styles digitally in Figma. Eventually I settled on one style and ran with an abundance of iterations until landing on the final logo design.

* View preliminary logo designs

UI Kit

Research revealed the users' desire to use plants as an interior design element which made it essential not to distract the user during navigation.

Starting with a dark-themed design, I implemented a vibrant color palette while utilizing a simple gray scale for the typography and accents. I also designed icons and buttons that were eye-catching and unique while remaining intuitive and familiar. Always maintaining that navigation elements' familiarity remained essential. Research suggested that strong vibrant colors as well as prominent tabs, icons, and buttons would improve the apps navigational elements.

High-Fidelity Wireframes

Implementing the UI Kit across the wireframes helped showcase the imagery color and texture while also proving that the color scheme and visual hierarchy helped steer the navigation.
I used these wireframes to create a high fidelity prototype in Figma for usability testing in order to address potential improvements to the high-fidelity design.

TEST

Focusing on the intermediate persona I conducted usability testing with a small group hoping to validate my design choices and highlight pain-points in both the user flow and design.

Usability Testing

The testing was conducted in person, allowing me to observe the users' reactions and body language, in addition to the screen and words they spoke. Some usability impediments were discovered. Below you can see the original version as well as the improved design.

User Tasks

All of my test subjects expressed interest in seeing a photo alongside the plant name instead of a care icon. Also, most users did not display a tendency to slide right/left to mark a task as complete. So, to improve usability, I utilized a common symbol of empty checkmark icons to mark instead.

Having the ability to receive a lot of information at once without feeling overwhelmed as well as providing multiple navigation paths at various stages were key takeaways from the usability tests.

Even something as simple as the need to provide the user with an alternative path to follow on the 'success screen' was revealed as well.

High-Fidelity Prototype

The Wrap Up

Next Steps

Conclusion

As more people look to incorporate plants into their homes, Green Thumb offers a companion to guide the user through the care process in order to learn how to keep plants alive and grow their confidence to try new things.

After conducting two rounds of usability tests on low and high-fidelity prototypes an abundance of improvements were discovered. Witnessing the user explore the app and complete tasks helped make informed decisions. Conducting more testing is the most important next step.

Beyond this release, this project would require further development by allowing users to connect directly through an online community to create an avenue for asking questions and sharing their experiences through supportive social networks.