Client: Yulife
Problem
Users can use the app to earn yucoin for only a few activities they already do such as walking and meditating. They can earn more yucoin by doing additional walking and mindfulness challenges on a daily basis. However, there are many other healthy activities we can start rewarding, such as cycling.
Key Questions
In order to understand how desirable a cycling challenge is among our users and how to design it, we questioned the following: How frequently do our users cycle? Do our users like to track cycling activities? What devices and apps do users use and how do they use or integrate them? Where do users usually cycle to (e.g., purpose)? How often do users cycle and how long are these trips usually?” What are users main concerns?
Approach
Created a 1-min screener survey to screen cyclists among our user base with SurveyMonkey
Conducted 20-min remote empathy interviews
Recruited users through Intercom
Scheduled in participants with Calendly
Conducted remote sessions using Hangout or Bluejeans
Create prototypes/wireframes with Figma
Kept track of interview comments and insights using Airtable
Google slides to create report
Process
The first phase was the discovery in understanding who our cyclists were and their cycling habits. The project required close collaboration with UX/UI designers, copy writers and engineers throughout the whole process.
Personas
For the Interviews users were recruited with different cycling habits. Throughout the interviews, prototypes were created and updated in parallel, which were used as probes for the next interviews allowing quick iterations.
User Journey Mapping
Interview findings were analysed and common themes were created for what users do, think, and feel, before, during and after a ride.
Prototyping
After each interview, findings were used to create or update the wireframes, which were further discussed internally with engineers for feasibility.
Challenges
In this project, the main challenges were 1) being able to move from designs to development due to a lack of assets and resources, 2) technological restrictions with the way the app was build and the way other challenges were designed, and 3) making sure user requirements were met despite the technological restrictions.