Case Study
UX Design · UI DEsign
Planr App
⚠️ Planr has been re-imaged into a new app called Huddle. View the full case study here!
Planr is a fictional mobile app designed to make group travel planning more efficient for users.
Overview
I wanted to design a way to make group travel planning easier and collaborative for users. With Planr, users are able to create a group trip, set a destination, add their friends, collaboratively add/vote on activities, and more.
Role
Final Course Project at General Assembly
Project Scope
User Experience: User Interviews, Research & Analysis, User Personas, User Flows, Information Architecture, Wireframing, Prototyping, Usability Testing, UI, Product Design
Tools
Sketch, InVision Studio
Problem Statement
People who travel with a group need an easier way to plan their trip together because everyone in the group has their own plans and interests.
Discovery & Insights
User Interviews
To better understand current trends and how users are planning for group trips, I conducted interviews with 5 people based on if:
They travel regularly
They travel with friends or groups
They are habitual planners
Key Insights
Finding what steps these users took and what motivated them took some digging. Some of my key discoveries were:
Most users are the designated planner for their group and actually enjoy it.
Planning with friends in different time zones is a challenge.
Most users rely on conventional text messaging to plan and communicate with their group.
Analyze & Define
I looked at popular competitor apps to see what was already being done. Based on reviews and ratings on the App Store, I narrowed the top contenders to Tripit, Google Trips, and Kayak since they all include some form of planning and itinerary building features. Testing out the apps, I conducted some usability tests, taking note of any features that stood out or any issues I ran into using them.
Feature Comparison
All 3 competitors shared similar features you would expect from an itinerary or travel app. However, Kayak (Trip Huddle) had a collaborative voting feature that allowed users to vote on destination activities between people in their group.
Open Card Sorting
I looked back at my interview notes to categorize key ideas in an open card sort. All cards was sorted into groups labeled Features, Destination Planning, Competition, Drive/Motivation, and Roles. Prioritizing ideas and trimming down on “nice to have” features helped me formulate an MVP.
User Persona
Synthesizing information collected from the user interviews I conducted, I created a user persona for someone who would likely use Planr. Defining his goals, behaviors, and pain points helped me identify what users would want to accomplish using Planr.
User Flow
I mapped out a user flow illustrating how a user would complete the task to create a trip, invite friends, add/vote on activities, and generate an itinerary. Each step and action needed to be thought out carefully and include alternate decisions a user could make.
Ideate & Test
Wireframing
With a flow mapped out, I sketched out wireframes to map out how Planr’s UI would look and interact from screen to screen. I realized the number of steps required to create, select, vote, and save a trip meant wireframing more screens than I anticipated, but rapid sketching saved me time and flesh out quicker ideas.
Creating a Prototype
Using the wireframes, I designed low-fidelity prototype to build out the UI of each screen. Because so many interactive tasks were involved, there needed to be a clear indication on how to navigate each step. It took a few iterations to get to where I felt the task process was simple and not overwhelming.
Usability Testing
My screens ready, I put my lo-fi prototype in front of people I did/didn't interview, observing how they interacted with Planr when I tasked them with creating a trip. Most of my users found it generally easy to navigate, but noted the biggest confusion was locating the "create a trip" button.
Iteration & Results
Final Prototype
With the user feedback in mind, I had to rethink the hierarchy of the dashboard because being able to create a trip was essential to using the app. After a few more iterations, I got more positive feedback on the issue. My final prototype included colors that made it easier for users locate buttons and make suggested actions to complete their tasks.