UX design
Get Out The House
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Overview
Get Out The House is an IOS application that supports better time management habits for children and parents. Our goal on this project was to create user-friendly interactions and fix visual inconsistencies. Check out the app in the ios app store or at https://www.getoutthehouse.us/.
My role
UX Designer : Visual Design, Brand Design, Information Architecture, Content Strategy, Competitive/Comparative research, Feature Prioritization, Hi-Fi Mock
Team
3-week long client project with 1 other UX Designer/Researcher.
Discover
Kids & Busy Schedules
Research done showed that children and parents wanted interactivity and manageable tasks. Parents also needed overview visibility of their kid’s tasks.
business goals and user insights venn diagram
Taylor in front of our affinity mapping wall
Affinity Mapping
The above information would not have been obtained without first synthesizing our qualitative data.
Define & refine
Where are we at?
Our redesign was rooted in prioritizing ease in functionality and creating visual consistency and intrigue. We believed this solution would ultimately lead to an increase in new users.
Creating clear navigation
The current structure caused difficult navigation and the probability of traveling too deep into the app without having access to the home screen, where the user’s main goals can be achieved.
In the redesign, we wanted to make sure the user’s primary goals were only a tap away instead of many.
current sitemap
proposed sitemap
Family is everything
One of our top priorities with the redesign was to make the app interactive between multiple users. We achieved this by adding the ability to create a “crew” and invite family members.
This necessary improvement supported a restructuring of one of the user’s primary goals, create a departure. The other, completing a departure.
current state logical flow
proposed state logical flow
Splash!
Since the app’s functionality requires users to interact with each other, we needed the visual and brand design to engage both children and parents. We achieved this by focusing on family-friendly design.
color scheme
Don’t use that tone with me!
We wanted to take away punishing iconography and text and replace it with encouragement and rewards that keep users coming back.
tone of voice example
tone of voice example
Deliver
Original design snippet
original design snippet
The difference
We started with sketches and moved to wireframes, at which point we did initial usability testing.
Early results showed: (1) Intuitive navigation to create a departure. (2) Quick completion of departures. (3) Confusion around the difference between ‘events’ and ‘departures’.
These findings informed our next iterations.
lo-fi to hi-fi wireframes
Complete a departure
(1) Drop down departures for quick completion. (2) Toggle between your departures and your crew’s
complete a departure
profile page gif
Incentives promote habit loops
(1) Icons and visual rewards for completed tasks and departures. (2) Toggle between your progress and your crew’s overall progress to support a sense of togetherness. (3) Forgot a crew member? Add one here.
Create a departure
(1) Straightforward tasks. (2) Clear calls to action. (3) Assign tasks to your crew members to eliminate duplicate tasks.
complete a departure gif
Conclude
What worked?
Embedding events within departures cleared up the confusion with users and simplified task completion.
Next steps
Keeping in mind the focus of this redesign, here are some things that are yet to be implemented but would positively impact the users.
(1) Add an extensive library of pre-made events to eliminate extensive user inputting. (2) Add a button that gets you to the top of the list on the home page. (3) Add colors to assign to each member for more personalization and fun.