D Pesquira – Graphic Design
Dwayne Pesquira
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UX/UI Case Study: Planr

UX/UI Case Study: Planr

UX/UI

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Travel More. Plan Less.

I wanted to address the frustration of group travel planning - an issue I have experienced myself all to often. To help aid in the issue, I created Planr, a fictional mobile app designed to innovate and simplify the planning process and make the experience collaborative between users. Planr would enable users to create a trip, set a destination, queue destination activities, add friends, and actively vote on the group’s selected activities, and more.

Done as a final project at General Assembly: User Experience Design. (View the video below to see Planr in action.)


Research


Often they would ask me what I had planned when I told them months ago already.
— Samantha

User Interviews

To dive in and better understand current trends and how users are planning for their group trips, I conducted interviews with 5 people based on if:

  • They travel regularly

  • They travel with friends or groups

  • They are meticulous planners

Key Insights

Finding what practices these users took and what motivated them took some digging. Some of my biggest discoveries were:

  • Most users were and enjoyed playing the role of the main designated planner for their group

  • Planning with friends in different time zones was a challenge

  • Most users relied on conventional text messaging to make plans


Analysis


I took a look at popular competitor apps to see what they were doing and how they functioned. Based on research and features, I found Tripit, Google Trips, and Kayak to be the top competitors with what I was trying to achieve with Planr. Experiencing them firsthand and referencing notes gathered from my user interviews helped me figure out what initial direction I was going to take with the app.

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Feature Comparison

All 3 competitors share similar features you would expect from an organization/planning app. However, Kayak (Trip Huddle) had a voting feature that allowed users to vote on destination activities between their group.

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Open Card Sorting

Referencing back to my user interview notes, I categorized and prioritized key ideas using an open card sort. Everything was sorted into groups labeled Features, Destination Planning, Competition, Drive/Motivation, and Roles.

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User Flow

I mapped out a “happy user flow” to indicate how a user would be able to create and save a trip using Planr from app start-up. Having a visual standpoint helped me weed out the necessary features and interactions required to complete the task.


Design + Testing


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Wireframing

Initial wireframe sketching allowed me to rapidly map out how Planr’s interface would potentially look and interact from screen to screen. The number of steps required to create, select, vote, and save a trip meant wireframing more screens than I anticipated.

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Prototyping

With my wireframes laid out, I began creating a low-fidelity prototype. Working in grayscale help me focus on the more urgent details, functions and interactions.

Usability Testing

With prototype in hand I got to see how users would interact with Planr. I presented my prototype to users I had and had not interviewed, tasking them with my “happy user flow” task while I watched them navigate through the app. My biggest discovery was that my initial idea for a button to create a trip on the main dashboard proved to difficult to locate. I realized I had to rethink the hierarchy of the dashboard because being able to create a trip was essential to using the app. After much iteration, I finally remedied the issue and created a functioning high-fidelity prototype.

To see the complete case study, please contact me.