
CheckM8
Mobile application | Concept Project
Below is an overview of this project.
You can view the full case study on Medium.
Context
For my first project at General Assembly’s UX Design Immersive course, I was partnered up with another student from our class, Romain, and asked to quiz him about his interests and routine to identify a problem that could be solved with the design of a mobile application.
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Design process | Iterative, lean, user-centred
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Duration | 2 weeks
Problem
My partner, Romain, enjoys his own space and alone time in his flat. This is compromised, however, by his flatmate who is untidy, smokes in the flat, invites his girlfriend over without asking Romain, and distracts him whilst he is trying to read or study.
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→ Romain needs a way to see when his housemate will be in or out of the house because he wants to know when he can expect to enjoy some alone time.
Process & techniques employed
Research phase
User Interview - The 5 Whys - Experience Mapping - Problem Statement - Outcome Statement - Storyboarding
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Design phase
Crazy 8 - User Flow - Sketching & Wireframing - Rapid Prototying - Usability Testing

My partner and I conducting our interviews
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Using post-its to begin experience mapping

Digitised experience map showing biggest pain-points

Storyboarding to help frame the problem for ideation



Ideation - generating concepts and ideas
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Using post-its to draft a user flow

Digitising the final user flow

Sketching out screens for a paper prototype

Moodboard for visual design inspiration

Style guide to apply to wireframes


Visual design iterations - dial


Visual design iterations - schedules
How did I solve the problem?
A mobile application that allows for schedule sharing — following a daily reminder notification, Romain and his housemate input an estimation of when they will be home that day and can then view their schedules side-by-side, and update it if necessary. Romain is now able to anticipate when he can enjoy his alone time at home by viewing his housemate’s estimated schedule. The app is informal and simple to use so that Romain avoids being seen as 'the boring guy', one of his main fears.
What I learnt
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Using 'the 5 whys' is really important in exposing the root cause of a problem
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Visuals can evoke surprising reactions from users - testing this as well as the usability and overall design is crucial in creating the right feeling for a product