Timeline
2 weeks
Tools
Figma
Adobe Color
NounProject
Deliverables
3 Divergent Screens
Desirability Testing
High Fidelity Designs
My Role
UI Designer
Restaurant owners and chefs who grow their own food for their restaurants need an app to help automate their most tedious gardening tasks.
Heirloom is a company that installs aeroponic and hydroponic technologies for indoor or outdoor use. I translated a set of UX deliverables into High Fidelity designs for a web-app by completing a competitive analysis, testing and prototyping.
Brief
As part of the project, I was given a set of UX wireframes and a persona with a list of their wants, needs and frustrations. These wireframes gave me a solid foundation to apply a visual language that communicated the users' needs.
Drawing inspiration from the competitors and the UX Wireframes I landed on four design principles for this product: Natural, Simple, Clear and Friendly. I created three mood boards with corresponding screens to reflect their design. These three divergent concepts were used for testing.
By using colors found in nature, the interface would feel more natural. I wanted to use a lot of whitespace so that it still felt clear. In the table I included an image of the produce so the user can easily process the information. I also thought a progress bar to represent the produce growth would be easier to understand for the user so I included them in the table.
Because the persona is very busy, I wanted their produce to be visible and recognizable so I used a grid layout. I was inspired by some of the competitors so I used watercolor illustrations to represent the produce. This would make it feel more friendly for the user.
A lot of the competitors used green and orange, which made it feel very friendly and welcoming. I was inspired by the competitors to use a grid layout with big icons to represent their produce that they are growing. This would make it very simple for the user to find what they are looking for, and make it a faster process for them.
Once I had my three different design concepts, I had to test them with users to see which one would be most effective and where I could converge ideas. I conducted a Five Second Test and a Product Reaction Card exercise with three participants.
I showed each screen to the participants for five seconds and then asked them a series of questions. I learned that:
I gave each participant a list of adjectives to describe each screen. Of those twenty-four adjectives, four of them were the design principles I had chosen before: natural, clear, simple and friendly. I wanted to see which screen represented those principles the best. I learned that:
After receiving this feedback I decided to converge concepts One and Three. Because the participants preferred the grid layout I continued with that, but changed the icons and added the progress bar to each card. By using an icon that was filled in with a solid color I had hoped it would not give off that ‘coloring book’ feel. I used the navigation bar from Screen One, but changing the color because that is what the participants preferred.
The Home or 'Harvest' page shows all of the produce the user is growing in their garden. When the user clicks on one of the items a page slides open where they can see the plant's growth phases, and other statistics. They can also upload a photo of their plant.
When the user wants to add a new sensor to their garden they will go to the 'Controls' page and click 'Sensors'. They can see all of the different sensors they have in their autonomous garden. The user can click 'Add Product', pick the type of sensor that they want to add and then enter the corresponding key. For this step, I wanted to include what it would look like if the user entered the wrong key. Once it is entered correctly, they have the option for it to be automatically detected. If the sensor could not be found perhaps due to poor connectivity they can rescan. When the sensor is detected, it is added to their list of sensors.
Once I created the wireframes, I wanted to know if the participants found it easy to navigate so I conducted a usability test. To better understand the user's journey I asked the four participants to complete three tasks:
All four of the participants were successful in completing the tasks. I asked them to click through screens again and verbalize what they were thinking as they did it. I learned that:
This project was a great exercise in data visualization and testing. From the UX wireframes that were given to me, there was a lot of data that needed to be shown in the best way for the persona. Keeping that persona in mind made me put myself in their shoes and think about how they would want to use this product.
Conducting desirability and usability testing was really valuable in my design process. Getting feedback from my instructors and peers is great, but I found that testing my designs to users with no prior knowledge of the project was really beneficial. Through this project, I learned that I really enjoy conducting user testing. I like to hear their thought process as they click through a prototype and seeing what may confuse them along the way.
If I were to continue working on this project I would apply the feedback I got from the testing, and then test it again!
A mobile app that helps parents find the right private school for their children. I utilized user interviews to create mid-fidelity wireframes.