I travel by subway

I Travel By Subway is a mobile app to purchase passes for the subway. Transfer passes to your personal contacts and real-time trip planning with step-by-step navigation.

Project Date: November 2018
Platform Web: mobile App
My Role: UX Designer UI Designer
Design Tools: Sketch Invision, pen and paper

Deliverables UX: Findings interviews, Scenarios, User journey, Site map, user flow, persona, usability testing, wireframes, prototype Low & High Fidelity

Overview

I travel by subway, is a mobile app designed for the purpose of purchase passes for the subway. Provides tools to transfer passes to your personal contacts and real-time trip planning with step-by-step navigation.

Project constrains

  • Users must be able to purchase passes for the subway
  • Users must be able to transfer passes between his contacts
  • Users must be able to view current passes
  • Users must be able to view and navigate subway lines
  • Users must be able to plan trip subway in real time

Customer experience goals

  • Get to work as quickly as possible
  • Being able to buy subway passes without using an ATM subway or Being physically in the subway
  • Find the fastest subway route to get to work
  • Avoid waiting in lines to buy subway passes
  • Plan my subway route in advance
  • Be able to buy and share passes with other people
  • Being able to manage my subway passes at any time
  • Be able to buy my subway passes with credit-debit

What I did

  • Stakeholder interview
  • User interviews
  • Setting goals and objectives
  • Persona
  • Scenarios
  • User journey
  • Creating wireframes
  • Low fidelity prototypes
  • High fidelity prototypes
  • Competitive analysis
  • User flow

Discovery research / Findings

  • Users have to get to the subway earlier to buy the passes.
  • At the time of purchasing the passes, not all ticket machine are available.
  • very long lines to buy passes
  • users often forget or lose their pass card
  • users buy more than one pass card due to loss
  • users have to wait in long lines even just to know how many passes they have no their card
  • users have a limit to buy passes
  • sometimes users cannot buy passes in cash (bills, coins)
  • sometimes users are rejected when buying their passes with coins
  • Users depend on the cashier or the subway ticket machine to know how many passes they have on their card
  • Users do not remember how many passes they have on their card

Competitive analysis

Findings

I conducted a competitive analysis to methodically identify redundancies + opportunities. Our competitors had:

  • There was no option to transfer money between multiple users
  • Limited options to top up the virtual card
  • There is no recharge expiration day
  • Interaction with the map is limited
  • Does not show routes in real time
  • You cannot plan your route in advance

Affinity Diagram

Affinity diagram helps me to gather large amounts of data and organize them into groups and themes based on their relationships. This process is a good resource in order to group data gathered during research or ideas generated during Brainstorms

Synthesis

Having our research and information i synthesized information Creating persona in order to know the person who is going to use our product and next to the team we start to write the ideas we consider should have our development

Persona

Persona are fictional characters wich was created on our research in order to represent our user. Persona help us to understand user needs, experiences, behavior and goals

User Journey Map

The user journey map allowed me to visualize the process that a person goes through in order to accomplish a goal in this case the process the person goes through to create a campaign

Guiding Principles

wants to buy passes for travel on the subway

wants to know how many passes its on the card

wants to transfer passes to other person

Customer Journey

Scenarios

User scenarios help to show how users might act to achieve a goal in a system or environment. Make me understand users motivations, needs, barries and more in the context of how they would use a design app, and to help ideate, iterate and usability-test optimal solutions. In this case we have 2 scenarios

User Flow

I created a user flow that takes them from their entry point through a set of steps to a successful outcome and final action

Sketch

With a paper prototype, We could test early design ideas at extremely cost. We fixed problems before to start the wireframe process. This is the first approach to the problem that allowed me to change and define the user interface architecture

Wireframes

Wireframing as low-fidelity prototyping allowed rapid iterative in order to usability test and get insight early and get problems early

Testing findings

  • Users need to see an estimation of time during route planner
  • Users need to program transfers passes automatically
  • Users need more options available for autorecharging passes
  • Users needs to save routes on the planner
  • Users need to have the map as part of the realtime planification

Mockup high fidelity

is an integral part of the design process, it allows us to turn a vision into something tangible in order to test our hypothesis with real users. Also allows experimenting and explore various approaches to an idea before selecting the one that is most valuable both from a business and user standpoint. The goal is to ensure that their product satisfies the user`s needs. Prototyping allows us to explore and validate ideas before investing too many resources