Quickpick

This was a 4-week long project in discovering a new product design. Performing directed storytelling to understanding pain points, as well as mapping out users journey to making an in app grocery purchase.

Quickpick is a mobile application designed to generate a quick and time efficient way to do groceries. Allowing users to spend less time shopping and more time with family and friends.

Role & Methods

Product Designer, Moderator, User Research, UX writer

Directed Story telling, Site Mapping, Architectural Diagram, Procreate, Sketching, Prototyping, User Flow, Usability Testing

Tools

Figma, Otter, Loom, Keynote, Zoom

Prototype & Research Report

Opportunity Space

Evaluation

What was Found

Takeaway

— Opportunity Space

Users priority of websites and applications focused on reliable display of items listed on the platform. As saving time, efficiency and convenience was not fully met.

Participants mentioned how time consuming it is to purchase items in person. With finding inaccuracies in availability when purchasing online, the lack of image accuracy in addition to lack of item description.

Making grocery services more comfortable in users own home as well as security of item availability was the mission.

With conducting three Story telling interviews, I was able to identify with the areas they struggled with and received perspectives that motivate or would drive them out of using a grocery app service.

Learning how the participants see and navigate through a grocery delivery service, helped me develop what was necessary for evaluating the apps concepts. This followed with creating a solution and product vision.

Check out Report - Research Report

— Evaluation

Low- Fidelity Sketched Wireframes

— Product Vision and Solution

In determining users needs, this followed with prototyping the solution into Low-Fidelity wireframes. Using the research findings to create a mental model to present pain points and opportunity areas.

Product Statement

With the feedback provided by users, I continued to keep in mind the goal acquired by my research - Participants interviewed are single adults with busy lifestyles, looking for an accurate grocery app that saves them time and secures them item availability, so they can spend more time with friends and family.

Solution

Considering the importance of all the participants interviewed and narrowing down the goal statement to what I plan to achieve. My focus is to create an app with the ability or choice to receive all items in one trip through the grocery app. Relieving the stressors that users had when using multiple platforms to ordering groceries online.

Key Concepts

I then proceeded by creating three sketched wireframes. These wireframes emphasize specific needs users all sought out when using an app:

-Item substitutions -Item availability

-Detailed Item Info

Low- Fidelity Digitized Wireframes

— Static Prototype

The wireframes reflect an item generator. It allows users to add items to cart, initiating the opportunity to select the amount of stores they want to receive their items, with as little or many stops they need.

Created digitized High Fidelity wireframes in order to mock up the main components of the screens. Creating more detail on how the app will be communicated on their phones.

In relation to the prototypes, creating a user flow helped communicate the organization and interaction of the designs primary tasks of the wireframes.

— Architecture Diagram

Architecture Diagram

When evaluating the Quickpick prototype I performed a usability test using Think- Aloud protocol for grocery app. This option helped create an opportunity to receive insight on participants thoughts and feelings during interaction.

Testing was conducted with three participants in a home environment that included using ‘Loom’ for screen recording and transcript retrieval.

This was a moderated test that I had active participation in which included asking participant to do a series of tasks including (searching for items, adding items to cart, checking out, etc).

— Research

Check out Prototype - Quickpick

— Results & Solutions

Users discussed navigating the cart search difficult which created confusion. This result in feedback as they navigated through the app.

“I would  probably change the search. Like the option A, option B is a little confusing” - User 1

Findings

  • 3 of 3 had success finding Nav Bar

  • 3 of 3 found sign up page familiar and easy to navigate

  • 3 of 3 were misunderstood the

  • 1 of 3 noticed the dotted icon that shows which steps the user is in

  • 2 of 3 had success finding search engine

Redesigning notes on Procreate

— Redesign

Once usability tests were assessed. I compiled the data received to the wireframes that caused the most confusion to the users. This allowed reviewing the areas that would need the most change in order to create clarity and ease of use.

  • Intro to the app would give an informational introduction on how the app works. This would dissolve the issue that many users had in finding the purpose to specific components specifically -Begin Search and the option page.

  • Color scheme was a factor that created accordances to be invisible to some users. Making them blend into the screen. In turn causing users to be frustrated and clicking on multiple buttons to find desired action.

  • Instructional bubbles that could help guide the user as they go through each step of their shopping experience.

  • Removing repetitive Items ‘Saved Items’ to create space for other elements that add to the goal.

  • Reconfigure the Begin Search button to clarify what its function is for.

— Takeaway

In evaluating the tests and results I was taken back to the beginning of the new product design and goal statement from the first group of participants.

I realize that throughout the process there needs to be a consistent reminder of what the objective is when creating every additional wireframe. Making sure each wireframe speaks to what the intent of the app is for.

When it came to creating the interactive prototypes. The excitement in producing the prototypes caused a distance towards the goal. Rather than amplifying the key components in which I was attempting to achieve. Usability testing exposed those areas and taught me how important it is to prioritize the key elements that define the app.