Role

Initial research and ideation, user flow and user experience design

Team Members

with Yitao Wang and Tingwei Chang

WHY SERENDI?

Ser·en·dip·i·ty

The act of finding something valuable or delightful when you are not looking for it.

Project Description

This app hopes to encourage people to send and receive meaningful surprises when they are traveling.

OUR SOLUTION

However, our direction has shifted after more market research, we have found a lot very established mobile applications that serves the purpose of documenting travel as well as giving suggestions based on people's experiences. Therefore, a meeting was called and we wanted to shift the direction of design. After more brainstorming and personal storytelling, a "wow" moment was realized. Even though there are a lot of journaling apps, there's a break between travel experience sharing and connections between friends. Usually when people want to learn about other people's travel experiences and tips would be before they travel.But when people are at the place of interested, they are most awed by what they see and more willing to share. Therefore, the current social sharing mode does not address this break in connection.

 INITIAL INVESTIGATIONS

1. Narrowing Down to the Topic

This was for a class project examining the thorough process of user-centered design. To begin, We brainstormed for the topics we were going to explore ranging from smart home, shopping, transportation and travel. But it was travel that caught everyone's attention because we all have keen interest in traveling. Initially, we focused on documenting the sighting and also other interesting experiences during traveling. We thought that there was a break between traveling and its documentations. Therefore, we really wanted to work with the idea of travel journaling and sharing of travel experiences.

2. The "WOW" Moment

However, our direction has shifted after more market research, we have found a lot very established mobile applications that serves the purpose of documenting travel as well as giving suggestions based on people's experiences. Therefore, a meeting was called and we wanted to shift the direction of design. After more brainstorming and personal storytelling, a "wow" moment was realized. Even though there are a lot of journaling apps, there's a break between travel experience sharing and connections between friends. Usually when people want to learn about other people's travel experiences and tips would be before they travel.But when people are at the place of interested, they are most awed by what they see and more willing to share. Therefore, the current social sharing mode does not address this break in connection.

WHO ARE THE USERS?

To address the problem, 3 research methods were carried out. 72 surveys, 11 interviews and 100 of articles. Going through more materials, we could finally make sense of our materials and come to conclusions about personas.

DESIGN PROCESS

1. Scenario Design

After initial visualization of the personas, and consolidating with our secondary research, we realize that the actual travel sharing has a disconnection with when people want to receive details about their future travel. Therefore, we are exploring the moment when people are at the places of interests and could not wait to share about their travel adventures. Also, when they are at the space, it would be really interesting to learn about what their friends or closed ones learn and explore at this space before.

2. Brainstorming and Sketchings 

Based on the scenarios mapped out from the previous step, we then analyzed and synthesized initial solutions based on each scenario.

3. Wireframing

Based on user research, comparative analysis and scenario design sketches, wireframes are produced to create interactive prototypes to test our research findings and if the designs are according to customer needs.

ITERATION

User Testing and Wireframe Refinement

After interactive prototype is produced, to verify our design concept and user flow validity, we conducted usability testing with three users in total, iterated two rounds and made improvements each round.

Findings From User Testing

1. Participants really love the options of sending and receiving treats, but they are worried about the practicality of this idea.

2. Not clear of where to click to start composing a message to their friends.

3. Can’t find the place to edit friends list

4. Not sure the content of the message has been captured 

5. The capture flow is too long

UI DESIGN

Designing Aesthetically Pleasing Interfaces

After the  3 rounds of testing done, we have then modified user flow based on the testing findings. Below are the final user interfaces that are intended for developers to come to final realization.

REFLECTIONS

During this comprehensive user-centered design process, we have gathered lots of insights regarding how to design based on user research. Although it is a really messy process which usually means going back and forth with each stage, but being flexible towards problem solving is going to facilitate design decision making.