Faraz Mirza
Buy&Seek Project Thumbnail.png

Buy&Seek: Shopping Streamlined



BUY&SEEK: SHOPPING STREAMLINED

DESIGNING A MOBILE APP FOR BUSY BUYERS

MOBILE & fRONT-END PROTOTYPES

This product aims to facilitate a more convenient shopping experience by providing access to store-based information allowing users to efficiently and effectively buy what they seek.

GOALS

  • Identify challenges faced by busy individuals seeking less time-consuming shopping experiences.

  • Design a solution addressing their needs.

TIMELINE

The project was to be completed in 3 weeks, with work spanning from March 27 to April 17, 2023.

TEAM SIZE

Our team of three divided roles based on areas of interest for the app’s design: one UX researcher, two UI designers. As a UI designer, I led visual design and prototyping efforts, while also contributing to UX research.


TOOLS USED


WHAT I DID

During this project, I designed 4 iterative prototypes (lo-fi, mid-fi, hi-fi, front-end) and produced 11 UX artifacts guiding design decisions. I also contributed to UX research by conducting 2 usability tests, identifying a user insight and reframing it into a problem statement, and constructing a user flow highlighting potential roadblocks for our target users.


THE PROCESS

Our team of three was tasked with researching, prototyping, testing, and validating a brand-new mobile app solving a clearly identified need in users' daily lives. We recognized shopping as a task that is commonly time-intensive and collectively addressed this issue head-on.

Our process followed the “Design Thinking” framework, including initial user research, ideation of solutions, iterative prototyping and testing, and coding one final front-end design.


USER RESEARCH & FINDINGS

We conducted 6 remote interviews, synthesizing our findings into an affinity diagram to identify key user needs and pain points prioritized based on frequency of occurrence. Our findings revealed a value of time and money spent on shopping, a desire to know whether items are in-stock, stress when there are too many people in the store while shopping, and difficulty finding or approaching store associates for assistance.

We also conducted a competitive analysis of five diverse shopping solutions, identifying common areas for improvement including a lack of store busyness tracking, live customer assistance, or store maps with real-time product inventory tracking.

From this data, we developed a user persona named Eli Young and an empathy map illustrating her thoughts, behaviors, and actions, providing an actionable depiction of our users.


DEFINITION & IDEATION

After generating ideas using the “I Like, I Wish, What If” method and organizing and evaluating them with an affinity diagram, we used a prioritization matrix to identify three features with low technical complexity but high user impact: a searchable product inventory, an indication of store busyness, and the ability to request assistance from store associates via live chat.

To guide our design decisions, we created a user scenario and journey map, as well as a user flow to identify any potential roadblocks or confusion Eli Young may experience during the process of acquiring or using our product: Buy&Seek.


INTERACTIVE PROTOTYPE

We used sketches, wireframes, and interactive prototypes to produce multiple versions of the interface. The lo-fi prototype, which digitally combined voted features from team members' sketches, allowed us to test Buy&Seek's navigation and interactions with users. The mid-fi prototype adhered to iOS’s Human Interface guidelines and incorporated user feedback, as well as a style tile based on mood boarding. The hi-fi prototype, which followed a more comprehensive style guide, was used to code a front-end solution functioning as an interactive user flow. Overall, the prototyping process emphasized iteration based on testing and enabled us to create a final product meeting our target users’ needs.


USABILITY TESTING & FINDINGS

By facilitating remote guerrilla user tests over Zoom and Google Meet, we conducted a lo-fi prototype test of five users with a 93.3% average task completion rate, and a mid-fi prototype test of four more with a 100% completion rate. Based on user feedback, we evaluated our designs and made iterative changes addressing issues of informational hierarchy, visual cues, and user flow. The result was a final hi-fi prototype, as well as a coded front-end prototype, our team presented and demonstrated to our UX cohort.


INSIGHTS & OUTCOME

Our design thinking approach enabled us to tackle pain points associated with shopping, often perceived as time-consuming and inconvenient for busy individuals. Dividing roles based on individual strengths and areas of interest was a great lesson in individual ownership and collaborative trust. Without time constraints, we may have prioritized building the “Favorite” feature so users could conveniently bookmark stores they frequent. If this project continued, we would explore opportunities such as whether online stores could be integrated into our app, and offering our software as a service to store chains’ proprietary apps via API - in creation of a more user-centered shopping experience.

 
 

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