Sustainably - Creating the solution

Sustainably - Creating the solution

Background and the problem

Everywhere in the media, they all talk about it. Over-tourism, and its effect on the environment. With this project, my team and I at the time wanted to address the increasing demand for sustainable travel options. To do so, we needed to understand the topic more further. Most travelers want to lessen their Co2 footprint, but struggles to maintain and do so.

My Contribution

This was a group project I did with my student team. We communicated every day through discord, where we divided the workload. We cooperated on most of the research work, and divided what user- and task-flows, frames & elements each would do. My biggest contribution was with recruitment, design and facilitating most of  the usability tests.

UX Objectives

  • Research & Define users and their needs
  • Ideate & plan a solution to the problem
  • Create a low-fidelity wireframe prototype 
  • Test and do iterations based on results

UX Role and tools

Project type & Duration: UX Design & 8 weeks
Role in the team: Researcher, interviewer, UX designer, Usability Testing facilitator & recruiter.
Tools: G Suite, Figma/FigJam, Miro, Zoom

Our Hypothesis

Users want to travel sustainably, but struggle due to traveling fees and lack of awareness.

Design Thinking Methodology

For this project, we used Design Thinking to plan the project steps. This is often a non-linear and iterative process, that can start at different points in its 6 steps. We started at the first stage, since I needed to to generative research. The method is broken down into 6 parts: Empathize, Define, ideate, prototype, test & implement. For this project, we only created a low-fidelity prototype with post-test iterations.

Shows the three steps of design thinking: Emphasize, Define, Ideate, Prototype, Test, Implement

Empathize & Define

Research

We began with generative and exploratory research to understand our users, their pain points, motivations, and what competitors offer. A literature review and competitive analysis provided initial insights, which we used to create the pre-interview survey screener and the interview questions.

The literature review and competitive analysis informed our pre-interview survey screener and questions. The screener helped us gather insights for deeper probing during interviews.

We also found that while many competitors aimed to assist users in becoming sustainable, there were significant coverage gaps in certain areas.

Competive feature analysis for the sustainably project showing a feature analysis of three major competitors
Competitive swot analysis of Earth Hero for the sustainably project
Competitive swot analysis of FairTrip for the sustainably project
Competitive swot analysis of Tap for the sustainably project

Data Analysis

We gathered 270 key facts from our research and synthesized them through affinity mapping into 44 themes and nine insights. Key takeaways include:

  • Its difficult to conserve the environment, even if the tourism supports the local communities

  • Providing sustainable travel information could help educate and prevent littering.

  • The lack of accessible info online causes confusion. No one knows what’s right or wrong.

Affinity mapping from the research phase for the sustainably project. It was done in FigJam using stickie notes

Problem Statment…

“Eco-conscious travelers struggle to find up-to-date and easily accessible information online on how to travel sustainably due to outdated resources and language barriers. Solving this issue will help travelers of all levels of expertise make informed, eco-friendly choices while making our future platform the go-to resource for sustainable travel. It will also improve the travelers’ overall user experience and engagement.”

Persona Defined

After the problem was clearly defined, a primary persona was created. We were to have a novice traveler represent the primary users since this is where most travelers start.

Not everyone is an expert at a task when they first start. And those with expertise would probably like to learn more, and introduce it to other novices.

Our reason for this is backed up by the Fogg Behavior model: easy tasks motivate a user. Our Primary Persona, Vetle Bjerkeli, wants to improve but needs a place to start.

 

Primary persona profile of Vetle Bjerkeli showing that hes a novice traveler thats empathic and wants to learn about sustainable traveling
Sustainably project persona, showing the primary personas User scenario journey where he uses the app to generate a sustainale travel plan after being motivated to do so

Ideate & Plan

Ideation Workshop

For our ideation, we decided to do it remotely within the team. We ideated around questions about how we could teach the users, empower them, help them have less Co2 impact, and make it easier for users to plan their trips.

We did so by using divergent techniques, such as brain walking (similar to brainstorming, but where one travels around “the room” to different places to brainstorm). 

Sustainably project remote ideation workshop screenshot. It shows six groups of digital stickers from the brainwalking session.
 .pngThe affinity mapping and Impact Vs Effort done during the remote ideation workshop. Image one shows the sticky note ideas sorted by themes and voted on and the second shows them being ranked for the impact vs effort.pngThe affinity mapping and Impact Vs Effort

Ideation Workshop – Converge

This was then converged using affinity mapping to group similar ideas, dot voting on the best ones, and limit these with the Impact vs. effort method.  From here, we combined some of our best ideas into one:

 

An AI planner with a map, translation system, and checklist to help users become more used to sustainable habits.

Planning

We collaborated to create a solution requirement document and Information Architecture. We chose a hierarchical structure along with a simplified overview, initially developed by one team member and reviewed by all.

This guided us in creating user and task flows. For the requirement document, we organized pages and features, prioritizing through a MoSCoW session.

Sustainably requirements document & information Architecture latter made in miro

Vision statement…

“Sustainably aims to empower eco-conscious travelers by providing an AI planner that assists with planning, translation, navigation, and tracking sustainability goals. It will simplify travel decisions, making sustainable travel more accessible worldwide for both expert and novice travelers.”

User- & Task Flows

About 5 task flows and 4 user flows were created. But for this UX Case, I will be presenting one main User- and task-flow for using the Ai to plan the trip, and to check off their daily sustainable goals in their checklist, due to having worked on these two the most.

Ai Planner & Daily Checklist

For this UX Case story, I will choose to focus on the Ai planner and daily checklist due to how both was the core part of the prototype. These are also the aspects I worked most on during the project.

Sustainably Ai planner User-Flow diagram
Task Flow Diagram for Sustainably's Daily Goals checklist made in Figma_

Prototype & Testing

Prototyping

We started by creating low-fidelity wireframes for the prototype, which helped users feel more comfortable sharing their thoughts without worrying about flaws. Focusing on the overall UX and navigation was key.

Then, we developed workflows based on the previous flows, using familiar design patterns. The AI planner resembles chatGPT, while the checklist looks like something you’d find in a survey or on a regular checklist on either a notes app or a physical checklist.

As we refined the designs, the team aimed to balance inspiration and originality, crafting something familiar yet refreshing for users. Users should be able to recognize and understand what they are looking at, and understand it at first glance.

Sustainably prototype. Shows the linked wireframes in Figma that was done to create the interactions and navigation

Usability Testing

A moderated remote usability testing session was conducted, with participant matching the primary personas common demographics. This was done by inviting the participants from the research phase, since they had already been pre-screened and willing to test our low-fidelity prototype.

We wanted to evaluate how easy the navigation, Ai planner and other features in the app was. This was done through Zoom, and through screen sharing.

Recruitment

About 6 participants were recruited to test the low-fidelity prototype. We did so by inviting back the people we interviewed, which saved us time since these people had been pre-screened. We had them do a screener survey before the test. This helped us evaluate them further and gather qualitative facts and findings.

Testing plan & goals for the Sustainably projects testing phase

KPI Metrics

To establish benchmarks, we needed to know what the average completion rate, time, and error rates were. We also needed to know the overall satisfaction rate for each of the tasks. What we discovered was:

 

  • 50% users in average completed their tasks.
  • In aerage, there were 7 bugs and 3 user flow bugs
  • 224 second is the average time spent on all tasks.
  • 3,9 out of 5 is the satisfaction rate for all tasks.
Usability Testing Sustainably metrics. Shows the average Completion Rate, Time, Error rates & satisfaction rate

Errors and Bugs – Ai Planner

The edit and re-generate buttons led to unordered pages (1). One if the «add to calendar» is marked as added (2), and didn’t work when the input field was active (3).

Bugs and errors in the Ai planner. first image shows that the reload button doesnt work. Second shows that the _add to calendar_ button is marked incorrectly as added, and third shows that the same button doesnt work in the active window

Errors and Bugs – Daily Checklist

The refresh button didn’t work when users tried it (1), and the lack of context made users think it was a packing list (2).

Bugs and errors in the Daily Goals Checklist. It shows that the reload button didnt work and showed no content when users tried to tap it

Data Synthesizing

We all tested 2-3 participants each, and did some post observation later to analyze the 180+ facts and findings through affinity mapping. 14 themes & 10 insights were discovered. Summarised into three, they informed us that:

The low-fidelity wireframes, unclear icons, and navigation is difficult to understand.
A better visual feedback, improved AI planner layout, and a intuitive dashboard would better the UX.
Affordable prices are preffered. Users expect the features to support the sustainable travel.

 

Next Step: Upgrade to a mid/high-fidelity prototype, refine icons and navigation, and implement key user-requested features.

Affinity mapping from the Usability testing phase phase for the sustainably project. It was done in FigJam using stickie notes

Design Iterations

Ai planner

We added a context card and suggested prompts for easier task initiation, moved the “new plan” button in the hamburger menu to the bottom and turned the AI conversations into speech bubbles with a drop-down menu to reduce clutter. The user will also be alerted if the plan has been added to the calendar successfully.

Design iterations done on the ai planner. Empty states has been added to help users get quickly into the app, and the generated areas has been transformed into something akin to a chat, with drop down menus to clean up major actions.

Daily Checklist

The name «daily goals» was changed to «become sustainable.» This helped improve the context, since users though it was a general checklist. A success message was also added, along with a «new list» button close to the thumb zone which users can tap to create their own personal sustainable goals.

Shows the design iterations done on the daily checklist. A success message has been added, along with a way to create personal sustainable goals.

Final Project Coclusions

The iterative design process helped us create a user-centric prototype for sustainable travel, but we faced some challenges. Collaboration took time, particularly during planning and design, as we needed to ensure consistency in elements and navigation to identify flaws.

Teamwork proved essential for enhancing the product, even in its early stages. While low-fidelity prototypes are useful for testing, they can lead to confusion among users. As a result, we decided to increase the fidelity from low to a mid during the design iterations phase.

Next Steps
Do a UX rewamp by creating a High-fidelity of it.

background image: pexels.com