Tools To Go
Overview
A self-directed UX/UI design case study,
designed to provide a rental service for construction tools.
Process
Research - Analysis - Design - Prototyping
Where it began..
My partner is a "tradie" (tradesman) who makes furniture, mends bikes, forges knives, and more. He's always on the hunt for a type of tool that I've probably never heard of before. However, it is not feasible to buy a new tool for every need, especially when the need for that tool is a one-off requirement.
I've heard my father, brother-in-law, and many others complain about the same issue! How many other users must be experiencing this problem?
This problem became the inspiration for my self-directed UX project. I decided to design an app that allows users to borrow or rent tools within their region, providing access to a wide range of tools at an affordable rental price.
What problem is being solved?
- Access to a wide variety of craft and working tools without the high costs involved in purchasing each item newly.
Step 1. Research
Competitive Benchmarking
I was not aware of tool renting apps that filled the requirements outlined above. Research showed they were hard to find. Often, applications that I did find were poorly designed, with complicated navigation and an outdated UI. This was good inspiration for what NOT to do.
Surveying
By creating a survey, I began to collect quantitative research. I wanted to get a feel for user experiences with second-hand tools and renting second-hand products in general.
What were their priorities and motivations?
How do they feel about other applications on the market, built on a similar principle?
My target audience was tradesmen/women and individuals working with crafting tools. Through a contact, I digitally dispatched surveys to a local university, with students working and studying in the construction industry.
Step 2. Analysis
Affinity Diagram
The next step was data analysis in order to categorise, organise and understand the problem. This tool was to give order to gathered data. Using an affinity diagram, I began fitting the information into categories and patterns quickly emerged.
Users main priorities were to source durable products and save money. They wanted convenient, trustworthy way of doing so. These points must be prioritised during later design stages.
Results from competitive benchmarking showed user goals were not being met. Applications on the market offered confusing and poor navigation instead of a enjoyable, direct user experience.
Customer Journey Map
To look through the eyes of the user I put pen to paper and sketched out a map. This depicted the users journey from the starting point of needing a tool to the end point of renting one. I digitalised the final sketch using Miro.
After in-depth analysis, I determined the main route a user would likely take. I became aware of potential areas for pain points and ensured user needs were prioritised. More details would be ironed out further in the project, but this was a solid foundation.
I always enjoy this stage of the UX process; figuring out problems with thoroughness and a solution driven mindset.
Touchpoints
Don’t force user into committing to sign-up before they have an opportunity to explore the app.
Create a well categorised filtering feature. Don’t overwhelm the user with a high quantity of content and no tool to process it.
Only request information thats needed and when it is needed. If sensitive data is required, let the user know why.
Allow user to access more information about who the are renting from. Create a relationship, build trust.
What if the user changes their mind? Are errors easy to correct? What are the consequences?
What supports is available if the rental does not go as planned?
Site Map
Once the main user flow was established, I began to visualise the app layout. I returned to pen and paper to complete this task. Free-hand sketching allowed me to brainstorm with ease, quickly laying down multiple ideas.
Free-flowing documentation with pen allowed for clearer thinking, consequently forming better solutions and all in a time-efficient manner.
Step 3. Design time!
User Flow Diagram
To understand the main interactions a user would have with the app, I designed a user flow diagram. During this process I began questioning the onboarding feature I had earlier penciled in. The purpose of the app appeared straightforward, it had a low learning curve. If it was designed intuitively, the user should not have difficulty navigating their way. I run usability tests later in the project, ensuring I had made the right decision and not leaving anything up to assumption.
The user flow chart clarified the individual steps a customer would take to complete their task. Creating this diagram ensured my mindset was user-orientated.
Step 4. Prototyping
Medium Fidelity Prototype
The main ideas had already been expressed with pen on paper. It was time to translate these ideas into an interactive design. I followed the draft from the previous step closely, making minor changes and adjustments where necessary.
I decided a static welcoming page was a sufficient introduction for the user, as the app was not complex and carefully followed conventions. I ran several more usability tests to confirm this.
Notes on UI
Yellow is the dominant colour for this user interface. It plays a significant role for tools and machinery. Equipment must be visible from a safety perspective on a construction site. Yellow fittingly fulfils this purpose as it is seen with ease. It is the brightest colour on the visible spectrum. Based on this, yellow seemed like an appropriate choice of colour, while also aesthetically pleasing. A perfect fit for Tools To Go!
Further information on this colour theory can be found on Catrental and Builders Space.
Opportunities for improvement
Beware of feature overload: Originally I intended to create an app to complete four main tasks: renting, buying, selling and exchanging tools. Very soon I realised too many possible user cases existed. Simpler, more targeted goals would be more successful. I decided to simplify the app by placing the focus only on renting tools.
“Rule of thumb for UX: More options, more problems.”
— Scott Belsky, Chief Product Officer
Detailed brainstorming: On a few occasions, while in the prototyping phase, I found myself reverting back to design mode. This slightly prolonged the prototyping process. For the next project I will place greater emphasis on sketches and the user flow diagram, working out the finer details earlier in the project cycle.
What’s next?
A detailed filtrating feature allowed users to achieve their goal more efficiently. It prioritised their users needs by allowing them to easily find durable, affordable products to rent.
How can I take meeting their needs a step further?Loyalty or subscription system offering discounts.
Easy access to product origin and seller reviews.
How can users ensure a product is durable? A reward system for leaving reviews could be incorporated, providing users with personal experience and expertise.