Portfolio Logo
Back to top button icon

TEAM PROJECT

DESKTOP

Onescape

Year  

  2022

An application design for Arizona State University students that acts as a one-stop shop for all their needs.

Explore the Interactive Prototype

Scope

Product Design

UI/UX Design

User Research

Interaction Design

Tools

Figma, Google Suite (Docs, Sheets, Forms), Zoom

Duration

3 months

12 screens

Onescape project listing image Project Image

Overview

Onescape is a one-stop shop for all Arizona State University (ASU) students. From incoming freshers who struggle to find housing, furniture, and home supplies within their budget, to seniors and graduating students who want to lease housing, and sell used items at a reasonable price.

It will be promoted as one of the must-have apps for all ASU students to find their needs instantly satisfied. By bypassing the confusing, intimidating, and price-hiking third-party services, and partnering with ASU, Onescape puts buyers and sellers directly in touch with each other for easy transactions.


The detailed project report can be accessed here.

Challenges icon

Challenges

Currently, students use WhatsApp, Facebook, OfferUp, etc. to get supplies and the information they need with a level of uncertainty, unfamiliarity, noise, and lack of choice. This gets confusing and tedious really quickly.

Goals icon

Goals

Onescape aims to bring all requirements under one app with ease and accuracy, enabling students to save time, money and seamlessly transition their way in and out of campus life.

My Role

I majorly worked on brainstorming solutions for issues found in the low-fidelity prototype, designing one of the presentations, and designing and prototyping the high-fidelity prototype along with another teammate.

Our Design Process

  • Defining the product by developing personas and performing task analysis.
  • Designing a low-fidelity prototype.
  • Performing usability tests on the low-fidelity prototype.
  • Designing a high-fidelity prototype to resolve issues found in the low-fidelity prototype.

The Define Stage

We conducted a user survey and created two personas based on the needs, goals, and frustrations of users with similar platforms. The demographics we considered included -

  • ASU students,
  • Bachelor's, Master's, and Ph.D. students,
  • Age: 17- 40 approx.
  • International, out-of-state, and native students.
Persona 1Persona 2

We brainstormed on the functionalities we wanted to include in our app and performed task analysis on five of the major ones.

  • Account creation
  • Item purchase
  • Community post creation
  • Item sale
  • Help and support access

Designing the Low-Fidelity Prototype

We cross-referenced the survey responses, personas, and task flows for prioritizing features and designing the flows in the prototype.

Our objective was to get the basic features working and keep the interface as simple and intuitive as possible by utilizing existing design patterns, familiar iconography, and highly readable typography.

/casestudy/onescape/wireframes/Home.png/casestudy/onescape/wireframes/Community Page-3.png/casestudy/onescape/wireframes/Community Page-After Login.png/casestudy/onescape/wireframes/Contact seller.png/casestudy/onescape/wireframes/Help Center-1.png/casestudy/onescape/wireframes/Help Center-Article.png/casestudy/onescape/wireframes/Help Center-FAQ.png/casestudy/onescape/wireframes/Buy Page Filtered.png/casestudy/onescape/wireframes/Main buy page.png/casestudy/onescape/wireframes/Item details.png/casestudy/onescape/wireframes/Sell Page.png

Testing the Prototype

We conducted a moderated usability test via Zoom to validate the designs of our low-fidelity prototype, its usability, and uncover any UX issues and breaks in the process.

Participants were all ASU graduate students with gender almost equally distributed between male and female, were aged between 18 and 34, were part of online marketplaces, and had experience with similar e-commerce sites.

Key Issues Identified

A few of the major issues identified during testing that caused significant confusion and frustration were -

  • Community vs Housing Posts
  • Users found the terms housing and community confusing - they were more inclined to think that any posts related to looking for roommates or asking queries related to housing would be part of the Housing section instead of the intended Community one.

  • Issues in the Community Page
  • There were a few issues with the posts themselves too - the posts were too scattered distracting users, and the post feed view was limited. The “Create new post” CTA was not readily visible to a few users, they had to look around the page to find it.

  • Buy Filters
  • The majority of the users found the filters to be glitchy and had difficulties working with them to filter out products in the Buy section of the application.



Overall, all the participants were moderately satisfied with the prototype.

Ease of finding information

Ease of finding information graph

Overall prototype satisfaction

Overall prototype satisfaction graph

Designing the High-Fidelity Prototype

We started off by creating an identity for the product. We chose cool blue shades along with white and light grays for a visually appealing effect. We designed the logo and decided on button and icon designs for various states. As this product will be linked to ASU’s login portal, we designed the login page with ASU’s color palette in mind.

Workspace GIF
Color Palette
Design Components
Typography

Improvements

  • A Clearer Landing Page
  • A community section was added to the landing page under the 'What We Offer' section. With this change, new users can see everything the website has to offer and can easily navigate to the community page instead of confusing it with the housing page.

    Before

    Wireframe - Home page

    After

    Hi-fi Prototype - Home page
  • A More Intuitive Community Page
    • “Create new post” CTA was placed at the top where users expected to find it.
    • While the "Visit Forum" button didn't have any impact on users during testing, we still decided to remove it as it turned out to be a redundant feature. The community page itself would be treated as a forum.
    • The page was made scrollable to avoid any confusion about how the page is supposed to work for users.

    Before

    Wireframe - Community Page

    After

    Hi-fi Prototype - Community Page
  • Intuitive Buy Filters
  • The filters were fixed to mimic the actual workings of filters as closely as possible and can now be removed in multiple ways - by clicking on the reset button, unchecking the filters, or closing them from under the search bar. The results will now change dynamically when filters are applied and removed in order.

  • An Actionable Help Center
  • Even though no issues were found in the help center page, we decided to enhance it to make sure it follows the existing design patterns. We added a "Post a Query" button to make the help center page more effective and the design more consistent with other websites in general. This enables users to ask the queries they can’t find answers to freely within the help community.

    Before

    Wireframe - Help center page

    After

    Hi-fi Prototype - Help center page

Final Screens

/casestudy/onescape/screens/Home Main.png/casestudy/onescape/screens/ASU Login.png/casestudy/onescape/screens/Community Page - After Login.png/casestudy/onescape/screens/Main buy page.png/casestudy/onescape/screens/Buy Page - Filters.png/casestudy/onescape/screens/Buy - Item details.png/casestudy/onescape/screens/Response from seller.png/casestudy/onescape/screens/Sell Page Main.png/casestudy/onescape/screens/Sell Page - Item details.png/casestudy/onescape/screens/Help Center Main.png/casestudy/onescape/screens/Help Center - Sell Article.png/casestudy/onescape/screens/Sell FAQ.png

Reflection & Next Steps

My first ever UX team project! This was a success in terms of capturing the essence of the product and presenting usability recommendations by the project's conclusion.


  • Perfecting the user-centric design approach: While designing a website, it is easy to get lost in the visual or interaction design's details. Always asking "What is the user's goal here?", and going back and forth between research data and the prototypes allowed us to stay grounded and make design decisions with the users' needs in mind.
  • Testing low-fidelity prototypes can be challenging: This can get really tricky really fast since users aren't really interacting with a polished product. There's bound to be some confusion, and some hard and fast rules need to be set if one wants to test something like this early in the lifecycle of the process.
  • Continuous research is important: Don't be afraid to take a step back and conduct more research if needed. At the end of the day, the designer is not the intended audience, so research data should always act as a reason for design changes.

The next steps would be to test the high-fidelity prototype for any issues, design the application for more screen sizes, enable more functionalities like housing and events, and conduct further research after enabling those functionalities.