About Our App
Watering Day is an IOS app prototype for plant owners. We followed Goal-Directed Design, starting with research on competitors and user goals. Then, we created primary and secondary personas in the Modeling phase. Next, we identified user needs and constraints in the Requirements Phase. In the Framework Phase, we planned the app's look and function before testing it with two users for feedback. I worked as the UX Researcher and Designer, overseeing wireframing, layout design, and data analysis for the final version. Our project team of five completed this Interaction Design 1 project in eight weeks during the Spring semester of 2022.
Meet The Team
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Nicole Kadom
UX Designer/Researcher
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Hala Canada
UX Designer/Researcher
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Kristen Morea
UX Designer/Researcher
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Jordan Scavo
UX Designer/Researcher
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Sarah Subero
Ux Designer/Researcher
Introduction
In Interaction Design 1, students researched and made a prototype for an app. I was in the Watering day team, seeing its potential. Existing plant apps like Planta, Greg, and Blossom offer scheduling, community, or learning tools separately. Our prototype, Watering Day, combines all features into one app for user convenience. It allows users to join a plant community, track watering days, and personalize plant profiles.
To build a prototype effectively, we followed Alan Cooper's Goal-Directed Design method, which is crucial in design for creating successful user-centered designs. Qualitative research uncovers precise user insights for better design. I'll break down the first four phases of Cooper's process - Research, Modeling, Requirements, and Framework - showing how they led to creating Watering Day.
Research Phase
The Goal-Directed Design process starts in the Research Phase, this is where observation and contextual interviews are used to provide qualitative data about potential users of the product. The main goal of the research phase is to discover usage patterns; this help lay out goals for the outcome of a product. This phase is made up of five sections: Kickoff Meeting, Literature Review, Competitive Audit, Stakeholder Interviews, and User Observations/Interviews.
Through the Kickoff Meeting, stakeholders discuss a new product and its requirements and goals. Since this is a class project, there were no actual stakeholders, instead, we filled out a Kickoff Meeting worksheet provided to us by our professor. We covered important questions such as, “who is the user” and “what features are important”? These will help us discover the app’s demographic and goals to further understand what Watering Day stands for.
In the Literature Review, we gathered documentation to further develop important questions to ask stakeholders. Our team obtained knowledge of the proper care standards for indoor and outdoor plants and applied what we learned to the prototype. We studied the websites of plant owners, understanding their daily practices and finding their strengths and weaknesses, and using that information to better support our user’s needs. We devised twenty questions that covered our plant owners’ current issues with plant care and what they would want through our app. For example, we asked, “when one of your plants dies, what is usually the cause?” and “would you like to connect with other people who grow plants?”
Following that, we had our User Observation/Interviews, which is where we study product-related behaviors in the everyday settings of users, so we could recognize their needs. We summarized each interview and asked about the number of plants they have and what are their current blockades from keeping their plants healthy. The big similarity between them is they did not know the exact cause of death for their plants, whether it had to do with over or under-watering.
Then we finalized by using the data we gained to develop personas, the Modeling Phase will go further into depth of personas.
Research Report
Our team logged all data gathered in the Research Phase into an organized layout. Click the button below to view our Research Phase in greater detail :-)
For our Competitive Audit, we better understand the market of plant apps and if they will satisfy users’ needs. We analyzed current plant apps available on the IOS store so we could recognize the features of the five top admired plants: Vera, Planta, Greg, Blossom, and Nature ID. We found great features within each app, but none of them had a combination of all these features. For instance, one app logged watering schedules, whereas another would specialize in progress photos. We took this data and decided what tools are beneficial and we planned to place the features on Watering Day.
Affinity Mapping
After each interview the team would take bullet points from the notes and place it on a sticky note for our affinity map. We wrote the results from the twenty questions we asked, such as “What skill level do you consider yourself as a plant owner?”. We noticed a pattern in desire of progress photos, helpful mascot Drippy, and personalities for their plants.
Goal-Directed Design Process
Research Phase - Modeling Phase - Requirements Phase - Framework Phase - Conclusion
Modeling Phase
The Modeling phase is designated for the development of personas and their goals. A persona is a detailed user archetype that constitutes a grouping of goals and behavior patterns found in the research phase, to better organize and label potential users for our product. During our persona writing meetings, we discovered seventeen different behavioral variables from our interviewees and found similarities in their behavior, which is how we developed our personas. We created Victoria Wilson as our first persona, she is an environmental science student with plenty of plants and she loves to make pottery in her free time. Currently, she wants an app that helps her remember when to water her plants and she wants to be a part of a plant community.
Our secondary persona is Ariel Hoffman, a psychology major with a few plants and she streams games on YouTube in her free time. Ariel is more of a casual plant owner, she wants to learn the basics to keep her plants healthy. Our team assumed that more advanced plant owners will be interested in using our app because they have more plants to manage their needs.
Forming our personas in the modeling phase helped us transition into the Requirements phase by creating what our primary persona, Victoria Wilson, would be doing in a real scenario.
Requirements Phase
The Requirements phase is where we focused on scenarios above the task, to ensure the goals for the personas developed in the previous modeling phase are fulfilled. This phase focused on a “day in the life” of the persona, where we as designers recognized and managed constraints while satisfying the persona’s needs. This is where creativity and imagination flows, to make up a scenario that provides a full background for Victoria Wilson.
Frameworks Phase
We moved from planning to layout design by considering how users interact with our app in different situations. Designing the layout focuses on creating a user-friendly experience. Wireframing connects different parts of the app and creates a smooth flow. Our team sketched out pages like home and profile for the app, with each member contributing ideas. We improved the layout in Figma, considering user needs, and added interactive features to prototype pages. We created an onboarding process using our mascot, Drippy, to help users get familiar with app navigation. Testing with two users showed the onboarding's effectiveness, highlighting the need for simpler navigation.
Conclusion
The Goal-Directed Design model is helpful for making successful products that meet user needs well. I learned the importance of staying focused and on schedule during this project. Being a part of a diverse team taught me the value of communication and considering everyone's ideas. For my next project, I aim to enhance my process by focusing more on the framework and refining the prototype.