M
ux ui project - Give and Take

Give and Take

This is my final project for my BA studies, mass communications - specializing in digital. The project was done together with a colleague and the final grade is 94.
Sometimes in our daily life, a person encounters a need for an object that he rarely uses and does not have. For example: a student wishing to borrow an English dictionary. Based on this assumption, the application allows users to upload a request for an object, on the other hand, it also allows other users to lend the object.
Click here to see live prototype

Methodology

I’ve made quantitative statistical research, The method of data collection was through an online survey. The research population is student live in dormitory, Tel Aviv, Kibbutzim, aged 21+. Size of sample: 63 peoples. Data collection date – January / February 2018.

Main goals and Target Audience

Our goals are divided into two types of users: Entrepreneurs – We seeking to create a lending objects platform by creating cooperative communities that will borrow objects and encourage users to engage with the app, making it easier for users in their daily lives and creating user credibility. Users – Getting the object with ease, saving money and time, asking and receiving the object without any damage and keeping the environment green.

 

Primary Target Audience – Students who live in dormitories are required to use certain objects very infrequently, and a one-time purchase becomes unnecessary. The audience’s characteristics are: young people living in a temporary apartment without money for luxuries. Secondary target audience – single men and women from Tel Aviv – young people who rent in densely populated neighborhoods. This audience does not have much money, is not mobile, and their apartments do not contain all the products they need.

Yaela Tzvi – base on the participants research I created persona example

 

Bio – she lives in the center of the country, moved to the south for her studies and works as a waitress at “Pasta Basta”. Her role in the Student Union is in the student welfare section. In her spare time, she likes to spend time with friends, travel on Saturdays and volunteer in animal organizations.

 

Character traits – not wasteful, loves to recycle, loves to help others, very social, volunteers At the Student Union, and loves care and beauty. 

 

Frustrations & Goals – she doesn’t have much money available, spends most of her time studying and does not have much free time. Her main goals is to achieve an object easily and quickly, save money and keep the environment green. 

 

Technology -Yaela’s abilities in using technology products such as computers and smartphones are average therefore, there is no expectation of difficulties in use. She has an active Facebook profile and can be found in relevant student groups.

Market research and Brand vaules

From looking at competitors, I found out that in the Israeli market there are no direct competitors, only indirect. In the international market there are several applications and sites corresponding to the chosen concept. Main competitors Borrow it, Peerby and Fluid.

Corresponding competitors

  • Yad 2 – offering to sell second hand items from a variety of categories
  • Agora – offers items for free
  • Bo nahlif  – allows item trade
  • Facebook groups

The brand represents values of cooperation, community, intelligent consumption and economic savings. The app will be inspired by leading shopping sites such as eBay and Aliexpress. The design will be minimalist so that the content will take precedence and the user experience will be at the top of the priority list so that we promote ease and efficiency of use.

A problem I encountered and how I solved it

Reliability of users

One of the problems raised in the study is reliability. How can users be sure that they will borrow undamaged objects for others and accept them in the same situation? And overall, how can they be sure they’ll get them back?

 

In my initial thought, I thought to myself that it might be worthwhile to create financial guarantee by credit card. But what are the chances that users will rush to provide their credit details? Then I thought it might be useful to determine that the application would borrow cheap products, so if they will damaged it would not be terrible because the product was relatively cheap. On the other hand, this possibility creates a relatively small amount of information and few interactions, therefore it was disqualified.

 

Finally I found an integrated solution that comes from the audience and utilizes existing technology. Since the respondents reported that they lend objects by family and friends, I realized that Facebook’s registration option could be used to prioritize the lending to friends, friends of friends and non-members. Thus, I can display objects to borrow between users with common social circles. In fact, this is a way to reduce the fear of credibility and increase the chances of interaction. In addition, another solution was to define a target audience in densely populated areas with close geographical proximity. Thus there is a relatively high probability of prior acquaintance and overlapping social circles.

Flow, wireframes and prototype

At the same time as the study conduct, base on my assumption I created initial flow. After the research was completed, based on the findings I found, I’v created wireframes and prototypes at low and high fidelity.

Flow

Initial user flow - Give and Take Project
Initial user flow - Give and Take Project

Wireframes

Give and Take main screens wireframes - low fidelity
Give and Take main screens wireframes - low fidelity
Prototype animation

Layout

Layouts should be able to adjust to match a variety of screens and users. For Give and Take I choose the grid list layout, since it’s most suitable for showing similar data types, optimized for visual comprehension and differentiating between data types. Each tile content consists of primary content (image) and secondary content (text and action).

Layout simulation I did with After Effects

Navigation

There are several types of UI navigation: Bottom and Drawer. The appropriate one must be selected according to the app information architecture. I chose to use the bottom navigation – A lower navigation bar, designed for mobile use, allows to explore and switch between 3-5 different top-level information views.

Bottom navigation shows scrolling and moving between top level views

Buttons

Floating action button – Its shape is round, has a slight lift from material surface and reflects the leading action we want the user to make. On the home screen, the main action of the user is to upload objects for borrowing, so I chose to use the FOB button throughout the application screens. Also, on some screens I chose to use the raised button due to the graphical environment.

Floating action button

High fidelity wireframes
Category: