Lukasz Dabrowiecki's profile

Pathfinder - UX design

The project
A gamefied tool offering a swift and deep integration for newcomers (expats, immigrants, refugees). Provides an easy and pleasant way to use public service app. Based on Scavenger Hunt format.
My role
This project gave me the opportunity to hold every role of the UX design process and work on the following: 
+ Concept creation + User Research + Information architecture + Wireframes + Prototypes + Usability Testing + UI design
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The problem
New citizens want to explore the surrounding to find out most of interesting and worthwhile places, to get to know to the administrative institutions, culture events, social organisations and community initiatives, in order to get to know other inhabitants and feel safe and confident from the start. To feel at home. 
The competitive analysis
Pokemon Go, GooseChase, Geocaching, Scavity, Let's Roam none of them gives what Pathfinder aims for.

Probably the biggest is sensational Pokemon Go, which uses AR as a part of an „hunting” experience. It enables „battles” but is not meant to be customised for any outside scenarios of the play. Geocaching as well as Pokemon Go enable users to play individually. It is collaborative and educative in very narrow sense.

Non of the scavenger hunt that would serve similar purpose as ours were found.
Nonetheless I made a SWOT analysis of two biggest apps based on ScavengerHunts model:
The survey
In order to gather basic relevant information about potential users of the app I run for two days (1-2 Nov. 2019) an on-line Google Forms survey with a group of people having been experienced of being expats or/and emigrants or/and refugees. ​​​​​​​
The survey showed that given sample of the society is familiar with scavenger hunt format. They played it in "real-life". They orient themselves through walking, sightseeing, eating out, visiting cultural institutions. 
The research
RESEARCH GOALS:
1) To get to know how are they explore new places what are their frustrations when they move into a new town.
2) Find out if they were helped anyhow by local authorities or community in the process of integration and how?
3) Are they familiar with social platforms and gaming, especially the scavenger hunt format and what they think about it
The personas and user flows
Basing on the research I created user personas and potencially significant user flows
Information Architecture
The card sorting was used for refining the idea of information architecture for this project. 
It will be changing in the process of development of the idea. The aim was to keep the app clear and easy to understand to user.
Finishing the hunt and collecting the perk.
The usability test
It was conducted on 21-24th of December 2019. It was moderated in person and remotely. Participants were four different nationalities, two females and two males. All of them with relocation experience.

The test considered 5 tasks:
1) find a given event
2) begin the hunt
3) make a photo during hunt
4) complete your hunt
5) finalise the mission and collect the perk

Results of the test gathered in Affinity groups
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The test raport
Icons issue (high)
Evidence: Users clicking on wrong icons / misunderstanding the icon. Users doesn't recognise the meaning of the bottom-screen icons meaning (at least one). 
Solution: redesign icons or design dedicated icons by UI team.
Button issue (high)
Evidence: misunderstanding or not understanding of the button "Found it!” that was to signify the founding the perk.
Solution: remove it or describe and change the button sign.
Paddlock issue (high)
Evidence: users click the "finish" before unlocking the button. They do not understand what the padlock means or what is it for.
Solution: redesign of buttons, adding explanation pop-up or clearer names
Online proovement issue (medium)
Evidence: one of the test participants said: „After scanning the code I am missing my actual perk, I would like to see a proof”.
Solution: add an actual confirmation of purchase
The A/B testing
After further development of the prototype the A/B test was conducted. 

Test date: 2nd January 2020
Number of participants: 12
Germany 6, USA 4, Canada 1, France 1

The test was carried out with the intention of answering the following questions:
1) Which design do you prefer?
2) Pathfinder is planned as a public, civic application. Do you think there should be a sign-up through corporate social platforms? Choose your option.
3) Which set of the bottom bar icons do you prefer?

The results are shown below: 
The responsive framework
In the next step the desktop version of the design was prepared due to 12-column layout. 
The style guide
A style guide and design system has been developed to ensure concistency among all functions of the app. The style guide and design system are based on Google's Material Design.
The development
The series of changes presents development of some ideas from sketches through wireframes to prototypes.
The excerpts
During the process of design the iterative approach was applied and the prototype continously developed. New features were added. Others are yet to come. Here are some excerpts out of the 47 screens that make up the whole project right now:
The final prototype
A high fidelity interactive prototype was built in Adobe XD and can be reviewed here:
https://adobe.ly/38dJt3o
Pathfinder - UX design
Published:

Pathfinder - UX design

Published: