Tripp - Travel App

Tripps

TrippsTravel planning made simple.

Client: Concept  •  Role: UX Designer   •  Date: November 2019

The Brief

Tackle a single user problem with an ad-hoc digital application, keeping an eye for a wider audience.

  • The first project during my General Assembly course. I now think about it as a little step towards understanding the whole UX process.
  • The focus on one user as well a possibly wider audience, allowed me to better understand how to cater for specifics needs, without pushing away other users.
  • A good balance between matching needs and essential features was the key to this project.

Read the extended case study on Medium

Interview and testing
During interview and rounds of usability testing

The Process.

Understand.
Research

I conducted an exploratory interview of my single user: Genevieve, a senior graphic designer living in London.

  • Main user goals: be able to create a detailed travel plan; involve friends during the planning of the activities.
  • Main pain points: the research of activities is long and stressful; it’s difficult to engage friends.

Explore.
Ideation Process

I decided to design an application to quickly find curated activities and easily invite friends to collaborate in the planning.

Design Principles

  • The product should be a single source of information to find activities.
  • Friends and family members need to be easily involved.
  • The product should provide clear & intuitive experience, with clean & friendly interface.

Define.
Testing & Iterations

I run different rounds of usability testing. First with a paper prototype, then with mid-fidelity wireframes in InVision.

  • Using a paper prototype was a fundamental step during the design process. It allowed me to quickly iterate through different versions, changing a few things on the fly during the testing sessions and explore efficiently different solutions.
  • Through the mid-fidelity tests, I was able to further refine the design ideas, keeping what worked and taking away the weight of some features.

Tools & Skills.

  • InVision
  • Sketch
  • OmniGraffle
  • Exploratory Interview
  • Usability Testing
  • Feature Comparison
  • Experience Mapping
  • User Flow
  • Rapid Prototyping
wireflow
One iteration of the wireflow
design iterations
Iterations of the homepage

Conclusion.

What it can do.
Achievements

This concept app provides a quick way to find activities, successfully engage friends and easily plan your next trip.

  • Three main steps are now part of the user journey: Happiness > Engagement > Relax.
  • After the research and testing phases, it was possible to design a successful solution that addresses the initial pain points of my user.
  • At the same time, the features are simple and easy enough to engage a wider audience.

What it could do.
Next Steps

Further add-ons could be developed and integrated within the app:

  • Log-in with social networks could make the user experience even smoother.
  • The ability to download the content for offline access could be implemented.
  • A map with a clear localization of the different activities could inform better choices.

Feedback.
My Experience

  • This was a fun and challenging two-weeks sprint. I learned a lot during all phases of research and development.
  • It was fantastic to be able to understand the real needs of a user, doing testing and receiving feedback.

moodboard
The moodboard, created to identify colours and tone of voice for the app
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