Role
UX/UI Designer
Deliverables
New End-to-End App
Tools
Figma

Ace

Ace is an e-commerce store focused solely on tennis; promoting and selling tennis equipment, apparel, and footwear. Their mission is to promote the sport and help sustain its recent growth in popularity, and to create a hub for new and advanced players to fulfill their shopping and practice needs. They want to create a brand-new end-to-end app that attracts and resonates with both young and older players, optimizes all players’ shopping experience, and ultimately becomes an integral part of a tennis player’s lifestyle.

Objectives

Design a new and modern brand and logo for the company that is neutral enough to attract a variety of users

Design an end-to-end app that is pleasing to use and allows users to:
    - Effectively browse all products
    - Find and select the correct equipment for their needs
    - Purchase products
    - Create and manage an account
    - Address additional needs that prove critical to the user experience

Process

1. Research

2. Define

3. Design

4. Test

Research

Goal: Use various research methods to gain meaningful insight into the user's core needs, frustrations and goals

How: Market Research, Competitive Analysis, User Interviews
Research Plan

To kick off the project, I created a research plan based on the company's background and general objectives. I identified the appropriate research methodologies and ideal participants to effectively meet our research goals.

See research plan

Market Research

Then, I conducted research on the current state of tennis to uncover trends related to the sport itself as well as equipment and apparel and learn more about playing and consumer behavior.

Competitor Analysis

I conducted a competitor analysis to identify strengths, weaknesses, and gaps in the market in order to uncover opportunities.

User Interviews

With a better understanding of the sport, its players and the e-commerce industry dedicated to tennis, I scheduled in-depth interviews with 4 participants of varied experience in this area. All interviews were conducted remotely. Through a series of open-ended questions, I gained meaningful insights into the user's needs, motivations and pain points.

See User Interviews Summary & Takeaways

Define

Goal: to organize and interpret the data previously gathered from our research and observations in order to illustrate core problems and identify appropriate solutions

Persona, Problem Statement, User flow, Sitemap
Persona

From the observations and insights gathered through research, I constructed Johan and Amy, two personas representing Ace's primary users, a beginner and a more advanced tennis player with differing interests and needs. The personas were created to represent our users and humanize the design process.

Problem Statement

The following key problems were identified according to the user research findings, each of which will be addressed through specialized features on the new app.

Tennis players need an effective, time-efficient and affordable way to:
1. select and purchase the appropriate equipment for their athletic needs and goals.
2. get opportunities to play and practice
3. learn the correct technique to play well and to improve their    skills

The Solution

After identifying the problem(s), I brainstormed the following solutions, which will help identify product features, and therefore, define the user flow, sitemap and overall design.

1. The app will provide personalized recommendations based on the user's preferences and tennis skill level.

2. The browsing and search experience will be optimized to aid accurate and time-efficient product selection. Especial attention will be given to the categorization of products, filters, hierarchy and design of product lists, and search capabilities, including image scanning search.

2. Product descriptions will include a concise yet robust breakdown of racquet types and recommended uses.

3. By creating a new account, users will automatically have access to Ace's rewards program. Reward points will be based on purchases as well as the usage of the features described below.

4. Ace will provide a video library with short demonstrations of tennis tips to help users improve their technique, learn more about equipment, among others.

5. Ace users can find and sign up for matches, practice matches and lessons if available nearby.

User Flow

With that in mind, I created the following user flow in order to represent the different routes and actions the persona may take when using the app

Sitemap

Once I identified the main flows, I defined the app's main navigation and sitemap

Design

Goal: Visualize ideas, present information that will be displayed on the page, outline structure and layout of the new features and convey overall direction of the user interface

Sketch, wireframe, brand, UI Design
Wireframes

I started by drawing a few sketches and then digitized the low-fidelity wireframes below, representing account sign-up, product search, checkout and lastly the search of tennis technique tips.

Branding

After that, I worked on designing a modern and fresh brand of Ace, representing optimism and resilience, inspiration and potential. The brand is meant to be minimalist and somewhat neutral to attract users of all demographics.

See Brand Style Tile

High Fidelity Wireframe

Once a general design direction was established, I added imagery, brand style and UI elements to created high fidelity wireframes on Figma. To aid the design process, I also created components and a style guide with brand colors, effects and grid styles on Figma.

UI Kit

Lastly, I developed a simple user interface kit containing a selection of assets with critical design elements; UI components and styles

Test

Goal: Evaluate viability of solutions through testing and feedback

Prototype, Usability Test, Affinity Map, Revisions
Prototype

I created a prototype on Figma to test the task flows previously identified. This includes 1) Account Sign-up 2) Search & Browse Products 3) Checkout 4) Browse & Play Tennis Tips Video

Usability Test

To determine if the designed features are effective, I set 4 tasks for 3 participants to complete. I gathered data by observing their patterns and behaviors. I also asked questions in order to understand the users' process and motivations.

Objectives:
- Evaluate overall design and product appeal
- Evaluate user performance and satisfaction
- Analyze the extend to which the products meet usability objectives, business goals and user needs
- Identify any areas of improvement relevant to navigation and design

Affinity Map

Once the tests were finalized, I conducted an affinity map exercise to analyze my findings. I identified key takeaways and next steps and sorted recommendations based on level of priority.

See Key Takeaways & Recommendation

Revisions

Based on the the results of the usability test, the following revisions were prioritized and implemented.

What's Different?

First, to enhanced clarify and efficiency, I added meaningful and descriptive labels to the Navigation Bar.
I also increased the border opacity on the search bar for better accessibility


To optimize accessibility, I changed the "get started" CTA colors for better contrast

What's Different?

A "Scan Card" feature was added to facilitate to process of entering a new card to the account. A "scan card" link was added to the original design. Lastly, a new page was developed similar to the "search by image" design.

What's Different?

To provide key information, a timestamp was added to the training videos as well as a progress bar in order to further incentives users to use this feature and decide what video is more beneficial for them to play.

Also, the "learn more" link was removed from the video(s) card(s) to eliminate redundancy and optimize the minimalist design

What's Different?

To increased efficiency, an "add all to cart" link was added under "featured items" in the training video description.

Lastly, to provide feedback and enhance clarity, a signifier was added to the sign-up form in order to indicate the validity of the email and password

Next Steps

1. Revise, analyze and prioritize additional user suggestions (refer to usability test results)
2. Conduct usability test and iterate
3. Cycle through the design process in order to identify additional opportunities

Reflection

As a first time app designer, this project was fun, appropriately challenging and so very insightful. The differences between web and app design were painful clear from the get-go.

Another major challenge was learning how to meet the needs of multiple users (personas) simultaneously while at the same time optimizing business opportunities.

Yet, once again, I tried to see opportunities instead of obstacles. I used the flexibility of this type of product to prioritize key features and design meaningful and simple solutions to the users' common needs.

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