Re-defining travel experience through a
peer-to-peer mobile app

Concept

Ace Adventura (Travel App)
2 weeks/sprints (2020)

Interact with the high-fidelity prototype (1 user flow) here

Context

In the current era, people crave for unique and personalized experiences. So, people are engaged in crafting their trips end-to-end.

In every trip, every minute gets etched in an individual's mind as a sweet memory. Such travel, even after precise planning, comes with great deal of expected & unexpected uncertainties.

One solution to personalize every trip thematically? Introducing, Ace Adventura. Your personal secretary to a seamless & personalized travel.  

My Role

UX Researcher & Information Architect

• Solo project (with multiple SMEs)
• Exploratory & tactical UX research
• Business research
• Design Sprints & rapid usability testing

Results

8.7/10

user satisfaction score.

5

participant
tactical research.

0

instances of
errors & confusion
.

In a nutshell

In the current era (definitely before/after COVID-19), people crave for unique experiences in every trip. Every minute in the trip gets etched in an individual's mind as a sweet (or a bitter) memory. Such travel mostly comes with an 'expected-uncertainty'.

This joyous adventure takes a toll when it comes to planning for the trip. Countless options offered by different sources doesn't necessarily match the varied preferences.

Even though every information can come handy from multiple mobile apps / websites, users face a dire situation to choose and decide a comfortable trip wisely.

The room for improvement demanded an experience that can bring every possibility with a mobile app.

• Is there a possible way to choose a trip package based on location-based data immediately?

• And filter if the package includes everything (a place to stay, food, transportation, sight-seeing, adventures and many more)?

• What if this experience is made peer-to-peer (where anyone in the world can organize and anyone in the world can participate)?

The one solution for all your travel problems? Ace Adventura. Your personal secretary to a seamless travel.  

Project Overview

Process

• Design sprints

Methods

Tactical research (generative short-term):
• User interviews (Remote & In-person)
• Competitor analysis
• Business needs integration
• Requirements generation & Feature set

Synthesis:
• Participant sketches (NEW)
• User personas
• User journey map
• Information architecture

Creations:
• Rapid prototyping (Lo-Fi, Mid-fidelity & Hi-Fi)

Evaluative research:
• Tree test & information scent test (NEW)
• Usability heuristic evaluation
• Moderated usability testing (Remote & In-person)

Tools

• Adobe XD
• Adobe Illustrator
• Adobe Photoshop
• Adobe Comp
• Design system - Based on 'Material Design' guidelines

the situation

Challenges

• Ease vacation planning and execution.
• Enhance peer-to-peer organized trips/adventures.

The team

• UX designer & researcher (myself)

Position of UX in the project

UX played a pivotal role in creating an experience strategy, researching users, designing prototypes & validating the interactable prototypes and iterating them.

The project was planned to cover four user journeys:

1. Browsing (trip planning) & Booking
2. Trip preparation
3. During trip
4. Post-trip

This project was stopped at the end of user's booking journey. The project was halted at the end of second sprint due to the downward spiral of travel industries due to COVID-19 situation.

methodology

Agile & Design sprints

Agile principles were followed in the design process. 5-day design sprints were followed to update deliverable.

Even though the design sprint is a non-linear process, for this study, I followed the same order as explained below.

The design sprint process

1. EMPATHIZE & Understand
(USER RESEARCH)

Why?
Raw qualitative data of 5 users from a representative population is worth more than 100 survey responses with random audience.

Results:

• High-quality qualitative data religiously collected from representative population facilitated user exploration and hit me with beautiful 'Ah-Ha moments'.

Exploratory research

Who should I design for?
I needed a user base to focus and design. To find out the underlying needs an anonymous lightning survey form was conducted online. Out of the 21 responses collected, the top two user categories (with unique preferences) represented the ages 25-35 and 55-65.

Since the participants sampled were random and limited, I assumed that the results from the survey represents the targeted user base around the world.

This could be eliminated by conducting large-scale user research/referring a previously performed research data (most suitable for start-ups). Or, by analyzing the existing/prospective customer base (most suitable for established firms).

In-person & remote user interviews

Participants for the interview:
5 participants volunteered for the interview. As per the ratio generated from the user survey, the selected participants fell under the following categories:
• 3 participants (25-35 year old)
• 2 participants (55-65 year old)

What type of interviews?
1. In-person user interviews
2. Remote video call user interviews

What was the focus?
Open ended questions to find:
• Reason for trips/travel
• Expected information
• Pain-points
• Goals, wants, needs & fear

Example questions:
"Tell me about a time when you booked for a trip through an app/website"

"Walk me through your thoughts on deciding on a travel plan"

"What are the red flags that you face while you travel?"

"How frequently would you travel and how many people do you travel with?"

"What apps/websites/technologies would you use to assist you in your journey?"

"What do you like about traveling?"

"What do you expect from a mobile app to help with you traveling?"

"What makes you travel?"

User personas

Next step, I needed personas to significantly represent the user base. These personas should be strong characters who collectively satisfies the needs and goals of majority of the user base.

Personas helped me to quickly build direct and indirect paths to values. So, the significance was humongous.

User persona (25-35 year old)

1. EMPATHIZE & Understand
(Business RESEARCH)

Why?
To understand:
- What already exists?
- What can we do better to stand out?
- What best practices can be continued?

Results:

• A big bunch of decision dependent questions to boost strategy.
• Market gaps where we can make a mark.
• List of analyzed competitors' strategies.

Competitor analysis

To predict the possible mistakes (to-be-avoided) and learn from the experienced the open source mediums provided by the direct & indirect competitors was referred.

Needless to say, the reviews of the competitors' products became a part of the core strategy. This measure enhanced scope of the customer experience (CX) in a short period of time.

A big mental block that has to be tackled is pre-conceptualization from competitor's products. To avoid this, when generating designs, the idea of our mission, vision and values of the product should be embedded in every component created.

This simple-yet-effective experience strategy breeds branding at the product's core.

Business mission, vision & values (assumptions)

Mission:
• Deliver the best, worry-free experiences for people going on trips/vacation.

Vision:
• To make the trips customer-centric and inclusive at every point for every human in the world.

Values:
• Easy, valuable, comfortable, desirable and sustainable.

Immediate business needs (assumptions)

• Provide the best experience for the selected personas.
• Find what could be given better than the industry leaders.

Questions to-be-answered from decisions

The room for improvement demanded an experience that can bring every possibility with a mobile app.

• Is there a possible way to choose a trip package based on location-based data immediately?

• And filter if the package includes everything (a place to stay, food, transportation, sight-seeing, adventures and many more)?

• What if this experience is made peer-to-peer (where anyone in the world can organize and anyone in the world can participate)?

Competitor analysis

1. EMPATHIZE & Understand
(RESults)

Why?
Summarize findings and convert them into value-adding objectives.

Results:

• Identified internal and external needs.
• Created feature sets.
• Established success metrics.

Product needs from research

Customer-centric:
• One app does all the fuss while traveling.
• Exclude transportation booking to the city of start (No airplanes/ships/trains/cars booking to the starting point of the themed tour is done via the app).
• Cover a large user base inclusive of several user categories.(Aim to satisfy even the lower end of the distribution)
• Compete against the giants by providing end-to-end travel solutions.

Team-centric:
• Developer friendly designs.
• Integrate third party APIs if necessary and if it doesn't affect the brand.
• Research deliverable iterated as updates through design sprints.

Unique feature sets (Delights)

• Quick themes (Private/Public trips and Solo/Couple/Family trips).
• E-commerce inspired layout

Planned (not designed) features from other user flows:
• Instant messenger (private/group chats)
• Dashboard: Situation-based layouts
• Travel journal

Success metrics
I devised the following success metrics based on the persona's goals:

1. Number of confusions
(zero is the target; 2 is permissible for first time usage)

2. User satisfaction score
(out of 10)

2. IDEATE & SKETCH
(Test hypotheses using participants)

Participant sketches

Since there wasn't a team, I made use of the participants to sketch out their own ideas.

The reason this was more effective than colleague/team based sketches was because, the mental models of different unrelated personas gave way to broader perspectives to design from a satisfactory interface . The increased variability in users' expectations doesn't restrict the design but in turn give rise to multiple scenarios and conditions to solve for.

In turn, this helped me validate my hypotheses and assumptions about the users collected from the qualitative data collecting user research methods.

Participant sketches

3. DECIDE

Why?
- To give life to the validated hypotheses.
- To address pain points and convey a story to the team.
- To target opportunities in a user's mental model.

Results:

• Integrated multiple user journeys .
• Devised strong experience strategies.
• Early steps towards defect prevention (as much as possible).

User journey map
The two distinct user personas were again used to create user journey maps in the first sprint.

I decided to blend all the individual user journeys into a master map. I tried this out in the pursuit of validating the app's entire experience.

This gave a complete understanding of the turning all the imagined ideas into a realistic experience. Changes (to include situation-based dashboard feature, human-error possibilities and error-handling etc.) arose after analyzing the defects in the integration of multiple journeys.
User journey map (master map)

3. DECIDE

User flow - Browsing & Booking
In the first design sprint, the user flow of the first part of the journey was created after 4 iterations.

Being the prime deal of the entire application, this flow set the initiatives for the  info architecture. This was the critical path to add value.
User flow of 'Browsing & Booking' phase

3. DECIDE

Why?
- Form a content strategy and identify language level, tone and depth of information.
- Provide a structure for the user flow.
- Make limited pathways easy and definite.

Results:

• Decision to include symbols (icons) as non-verbal communication.
• 100% success rate in the moderated tree test.

Information architecture
Content strategy formed the basis of info architecture. The content management (especially guidelines and approval) had to be monitored since the application is peer-to-peer. Thus, content management was decided to be out of scope. The varieties of content was also limited only to text and symbols.

'Process order' info architecture model was selected and made to resemble a e-commerce platform. No 'shopping cart' option was included since, the user research revealed that the participants unanimously chose only one trip at a point of time.

Simultaneously, as the layout was being constructed, I created the near-to-realistic text descriptions by reading about UX writing tips for different content types.

The information architecture developed was validated with moderated tree test, information scent test and kidnapped-in-the-car-trunk test.
Site map

4. The creations

Sketches and Lo-Fi prototypes
The decisions were brought to life through sketches.

I started sketching as many solutions as possible for every component. To conclude on one, the overall and individual fit of the solutions were evaluated based on different factors like visual hierarchy, desirability, alignment towards mental models etc. These factors were derivatives of the generated user flow.

The lo-fi prototpyes were created using Adobe Comp. The final validated lo-fi prototypes were created after 8 iterations. This was considered to be the output for the first
The creative process of 'Explore' menu's screen.

1. 8 types of 'Explore' menu's screen was sketched.
2. Lo-fi prototypes were used for layout analysis (validated through navigation tests).
3. Mid-fidelity prototypes are explained in the section below.

4. The creations

Mid-fidelity & High-fidelity prototypes
To check the robustness of the body of designs, in the second sprint, the interactable mid-fidelity prototypes were created in grayscale. Also, these were made with simpler design elements (minimum styling, no images, same fonts, box & stock animations).

This helped in pointing out the real problems in usefulness, usability, findability, credibility and accessibility which are usually hidden when aesthetics are included.
Checkout operation in mid-fidelity prototype
User on-boarding in the high-fidelity prototype

5. Test & validate

Why?
To quickly identify errors related to experience and human cognition limitations.

Results:

• Fixed the visibility of system status.
• Fed back issues to be fixed in visual hierarchy.

Usability heuristic evaluation
Usability heuristic testing (with the categories suggested by Jakob Nielsen) was conducted after at the end of every creative iterations. Few highlights were:


Visibility of system status:

• A progress bar with checkpoints was created in the trip booking process to keep the users informed about the system status.

• Also, a summary of the the important options (date, price, number of people) that are selected was displayed at the bottom of the app to make users aware of their selections. Adding a little animation to appear shifts their focus on the summary. This increases system awareness.


Consistency:


• A simple design system was created in Adobe XD. Similar designs were derived by editing the sub-components. This enhanced efficiency of creations and made rapid prototyping of complex systems during the design sprints possible.
Progress bar - Developed from heuristic testing feedback

5. Test & validate

Why?
To pin point error generating components, activities.
- Test the integration of the app in a natural environment

Results:
• Fixed a major accessibility issue.
• Preventive measure and design fixes for errors in the search filter.

In-person moderated usability testing
Users committed mistakes even after careful construction of the initial prototypes. The mistakes done were realized and iterated immediately in the newer versions post-testing. 

One such correction was the option to include 'Quick Themes' in the search filter criteria. Users had confusion in the initial designs when the filter described had two trip options to select, 'Private' or 'Group'.

User testing in the first sprint revealed that the users' confusion to select one of the 'Quick Themes' options due to the prolonged time taken to select. As a moderator I questioned what's stopping them from selecting. And the concerns were noted.

• At the end of second sprint, a major accessibility related issue was found all over the browsing journey. The individual trips were placed as card carousels. It was a bad design without any 'signifiers' for differently-abled people.

The importance to include users who demand accessible products was proven and decided to be corrected on third sprint. (Unfortunately the project was halted after the second sprint)

My ignorance towards a visible defect was found after I completed a course, 'Introduction to Web Accessibility' shortly after the project was halted.

After 3 iterations and a reference from the user research insights led me to design a quickly accessible selection at the top of the filters with sub-classifications.

As a champion of web accessibility, I assured myself that my efforts in future designs will match the accessibility standards from early stages of feeding values to the design.



User satisfaction scores collected after in-person moderated usability testing (mid-fidelity prototypes)

6. RESULTS

Seamless flow achieved

Confusion was completely eliminated (zero confused moments) at all points and the final tests resulted in users achieving a continuous flow throughout the journey.

The designs backed by all cognitive principles and the feedback from repeated testing achieved this feat.

Goals fulfilled

The user satisfaction scores achieved an average of ~8.7 for mid-fidelity prototype. The target for final prototypes was set to be 9. The mid-fidelity prototype passed the test because, the most recent tests were conducted with no visual styling (to eliminate the factor called: instantaneous desirability).

LEARNING OUTCOMES

• Include accessibility checks at every design checkpoints.

• 

• 

• The design test cases can be referred by the quality assurance team at later stages to have a hypothesis for devising their testing strategy. This pressed the importance to socialize designs and it's outcomes early in the process.

LEARNING OUTCOMES
FOR PROJECT
-FAILURE: Weak user personas.
+SOLUTION:
The stronger the character of the user personas, the more refined the designs. Socializing the user personas across the entire team early would sow the seed of user-centered philosophy in a large scale.


• Exploratory research involves ample contribution of business team. It is better clearly understand business requirements before starting UX research.
FOR SELF
- FAILURE: Missed carrying over progressive insights to design phase.
+ SOLUTION: The overall experience is heavily associated with the expected information that different user's mental models demand. So, work with the design team to help present the demanded information at the right place and at the right situations.


• Master the art of storytelling to keep the team informed about research in a memorable way.