UX Case Study: PlantPal
Timeline
January 2024 - April 2024
Design Method
Goal-Directed Design (GDD)
Role
Lead UX Designer & Researcher
Tools
Figma, FigJam, InDesign
Overview
Statistics show that plant ownership is on the rise in millenial and Generation Z populations. As people choose to have less kids and pets, plants seem to fill the desire we have as humans to nurture. However, with taking care of any living thing, there are challenges. Plant parents report difficulty remembering and staying consistent with their plant's everyday needs. In addition to task management, plant parenthood takes a village which can be challenging to locate.
With this in mind, I pitched the idea of PlantPal to my Interaction Design I class and was selected to be a team lead by my peers.
The Problem
How can we design a unified platform to help plant owners achieve their hobby's goals more easily?
Our Solution
Plant Pal, an iOS mobile app prototype, assists plant parents in task management, fostering a community, and in finding plant specific educational resources.
Methodology
We followed Alan Cooper's Goal-Directed Design (GDD), which is a framework for making sure that the designers always stay focused on helping users reach their goals. We followed five phases: research, modeling, requirements, framework, and refinement.
Research Phase
Understanding the users & the domain
To fully understand our audience and their potential plant related goals, we completed a lit review, competitive analysis, and user interviews. We began our lit review asking two questions:
What factors drive this hobby?
What all goes into raising plants successfully?
We found that…
Young adults own plants to fulfill the need to nurture without the expenses of kids/pets
Indoor plants are more popular for beginner plant owners
Indoor plants are more accessible as less people have backyard spaces
Indoor plants are difficult to keep alive due to the indoor climate impacting factors such as pests, sunlight, and temperature
Analyzing the competition
The next step in our process was to complete a competitive audit of other plant care applications. Through this research, we found that the competing mobile apps generally…
lacked customization
hid their most useful features behind paywalls
no community or public profile features
In conclusion, we felt that the pre-existing mobile apps on the market provided an isolating and stressful experience.
User interviews
In the beginning of our user research process, we created a persona hypothesis which is our best assumptions about whom are users might be. In doing so, we could begin to understand who we need to recruit for interviews.
We concluded that the app would most likely have one primary user type: someone who needs assistance tracking plant care, learning about their plant's needs, and wants to join a community of people with similar interests.
From this point, we began interviewing five plant lovers in our area and gained valuable insights:
“I have trouble with time management so my plants always die”
“I wish I could know what my plant needs without having to research/ask around for a long time”
“I am inspired by plant related content on TikTok and Pinterest”
Affinity maps
To make sense of our five interviews, I led my team through an affinity mapping exercise. This allowed us to visually categorize the repeated behaviors. Affinity mapping helped us to form connections between each of the interview sessions so that we can later have a clear understanding of our app's requirements.
Affinity map from interview #1
Observations
From the affinity map groupings, we were able to clearly see the common behavioral patterns.
4/5 participants viewed and were inspired by plant related content online.
4/5 participants wished that they had help knowing what type of plant care their plant needs and when to do each task
3/5 particpants struggle with task management
Modeling Phase
Creating our user personas
From the affinity map observations, our team constructed a list of behavior variables to identify our user persona. What resulted from grouping the most common behaviors and goals, was our primary persona: Claira Cobb.
Requirements Phase
Where our user’s goals became app requirements
Upon gathering the behavior variables to identify user goals, our team was able to make a list of expectations that our persona would have about our product. From this list of expectations, we created a context scenario which is essentially a narrative that we imagined that follows our persona’s day to day interactions with our app. The reason we do this is to get a sense of how they might use the app. From this, we derived requirements which include:
Personal notes section to create reminders and jot down important information
Task management reminders
Plant nursery to house each of the plants
Plant awards to increase morale
Community page for users to view upcoming local events and plant content
Profile page to share and follow plant content
Search tool to find plant specific information/tips
Frameworks Phase
Low-fidelity wireframing
To guide my team through the brainstorming process, I sketched out some low-fidelity wireframes so that we could visually start to piece our ideas together. After we had a general understanding of how the frames would be laid out, we moved into Figjam to organize our screens through creating keypath and validation scenarios. A keypath scenario focuses on our persona's main flow and their most significant interactions with the app. The validation scenario is a user's less significant interactions that support the main flow.
Low-fidelity wireframes
Key path scenario: blue
Validation scenario: red
Refinement Phase
Creating a functional, high-fidelity prototype
At the start of the refinement phase, we moved from Figjam to Figma and begun bringing our wireframes to life. As team lead, I assigned different screens and flows for each group member to work on. Every few days, we would check each other's progress and work collaboratively so that we would ensure a cohesively designed final product.
Usability testing
Once we had fully completed the first version of our prototype, we reached back out to 2 of the participants from our user interviews to gain their feedback. We asked that as they completed their list of tasks that they follow Think Aloud Protocol (TAP) so that we could gather as much of their thoughts as possible. We wanted to know what they liked about the prototype and what were their pain points with it.
From their feedback, we were able to gain some valuable insights to implement moving forward.
We needed to connect the nav bar icons to the names of each page somehow; it was not clear that the leaf icon was the nursery
The plant tracker calendar is redundant when you already have a nursery page, they expected upcoming events to be located there
The profile page needed to include a followers/following count
The primary green that we were using was difficult to see text on
The light grey untapped heart was difficult to see
Based on their pain points, we implemented the following changes:
Added a carousel on the homepage that shows each of the available navbar page names & coordinating icons
Converted the plant tracker calendar into an upcoming events calendar
Included a followers/following/posts count on the profile page
Changed the green to a darker shade to meet accessibility standards and changed the logo font to white for contrast
Added a stroke to the untapped heart button and changed the grey to meet accessibility standards
Final Prototype
What resulted from following the process of Goal-Directed Design is the mobile app, Plant Pal: an all in one solution for plant care and fostering a community of plant enthusiasts.
I learned so much from this process as this was my first large-scale design project. Being team lead brought me a new-found appreciation for design, leadership, and teamwork.
Takeaways
Leadership is very challenging. Not only was this my first experience completing a UX case study from start to finish, but also my first time leading a group through the process. I learned how important it is to form connections with teammates, understand what they are capable of, and facilitate them in applying their best abilities to the project. Along the way not only did I bond with my team, but I learned something from each of them that I will carry with me into my career.
Meaningful design begins with extensive research. I didn’t anticipate how much of this process would take place in the research phase and instead assumed it would be primarily prototyping. However without the involvement of our users in this process, I truly believe our product would not have been successful. The observations and feedback we gained from our users drove every design decision we made moving forward. If we had more time, I think our project would have greatly benefited from a larger, more diverse pool of participants.
There will always be project constraints to overcome. As team lead, it was my duty to manage the challenges of completing such a large scale project in an academic setting. I learned how to coordinate deadlines and meetings according to the needs of the project and its members. Due to the short turn around for this project, we had to ensure that our interviews and tests would provide us with enough user research to carry us to the finish line as there was no time to extend the research phase.