budgo
An app designed to help the whole family get excited about the travel preparation process
︎ 8 weeks
Role User Research ・ UX/UI ・ Visual Design
Tools Sketch ・ Figma ・ Mural ・ Whimsical
Collaborators Michael Gordon ・ Emily Fan
︎RESEARCH・︎DEFINE・︎IDEATE・︎ DESIGN
CHALLENGE
Families have endless to-do lists. When they travel, these lists compound because of the multitude of variables that present themselves.
Abstract: Our client was a leading travel brand who sees new opportunities emerging in the digital space around how people travel. They asked us to evaluate and describe the behaviors and motivations of families as it relates to their travel wellbeing, including insights, profile snapshots, and opportunities on how these individuals can have a better pre-travel experience.
This project was completed as part of a certificate program run by Pratt Institute in Brooklyn, NY.
GOALS
︎ Reduce organizational headaches.
︎ Get kids involved.
︎ Build more excitement around the trip.
︎ Alleviate stress - if possible.
︎RESEARCH
Below are the types of research that we deployed to better understand and have compassion with the users that we were attempting to help.
ASSUMPTION MAPPING
COMPETITIVE ANALYSIS
REMOTE ETHNOGRAPHIC RESEARCH
FINDINGS REPORT
USABILITY TESTING
ASSUMPTION MAPPING
Using this exercise, we were able to narrow in where we best wanted to hone our concentration of research, analysis, and ideation. We chose the 'Pre-Travel' segment of the family travel process because it would allow us to help alleviate inefficiencies for families & provided the most flexible product outlet.
COMPETITIVE ANALYSIS
Our team surveyed the landscape of apps that are dedicated to families or group travel. We combed more than 10 apps, but decided to do a thorough analysis of these three apps (DUFL, PackPoint, & Tripit) to comprehensively define a starting block of our product research.
Findings: We found that the app development was fairly centralized to TripIt's suite of services and that most applications did not properly address the needs of families. Example: No mention of nuances when travelling with kids, intuitive interface that was easy to understand, and limited value to parents
REMOTE ETHNOGRAPHIC RESEARCH
We interviewed a group of potential users that were coarsely filtered via a screener form by:
1 - Active family traveler
2 - Access to required interview technology
3 - Has travelled within the last 6 months
We recruited our interviewees via direct social network & Craigslist
The Field Discussion Guide that we used can be found here
FINDINGS REPORT
The complete findings report can be found here.
USABILITY TESTING
With our interviewees, we performed usability testing on an app called PackPoint. It is an app that allows a person to define when, where, and how they will be travelling — the app then creates a packing list for that individual based on their selections.
Findings:1 out of 3 of the people that we interviewed mentioned that they may use it. However, that single user was also doubtful that it would save them time, but she was willing to try it.
We noticed a correlation between more experienced parents with more kids not being open to using it.
︎DEFINE
Once we had our body of research, I began to unpack insights, anecdotes, and notes to chart a path to a solution that might help our end users — travelling families!
PRINCIPLES
INTERVIEW MIND MAP
EMPATHY MAP
PERSONA
USER JOURNEY
PRINCIPLES
Initial concept sketches that would guide my visual artifact creation & designing the future prototypes.
INTERVIEW MIND MAP
To distill and categorize interrelated joys, pain points, trends, and themes — I developed a mind map of our interviewees and their answers.
EMPATHY MAP
Once we had a better understanding of what we'd found during our interviews, we started to chart a path towards better understanding our users through a process called Empathy Mapping. We broke down responses & quotes to our questions by attempting to determine what our subjects Said, Thought, Felt, and Did.
PERSONA
I was tasked with building out a persona for an experienced mother, who was a digital native, highly organized, and very anxious about the travel process.
USER JOURNEY
Below is a graphical representation of the actions, feelings, and platforms that Jill uses during her travel setup journey. Her energy and anxiety starts to buildwhen anticipating all that needs to be done before travel. Being an analytical machine, she attempts to keep her emotions in check with a bit of self-care, but it's no match for travel.
Given the amount of anxiety, this is where I chose to attempt to help Jill.
Findings:
Jill experiences great joy in the initial part of the travel experience
+ connecting with others
+ organizing itineraries
+ finding cost effective means of travel
︎IDEATE
To begin to understand potential solutions, I began to narrow down on what drives anxiety for the users that we defined:
WIREFRAMES
SITE MAP
WIREFLOW
1 - Lack of entertainment for their kids
2 - Making sure that their families were 'ready' to travel
3 - That they didn't forget anything
WIREFRAMES
Below you'll find initial test concepts to understand how we might develop an app that slots into this crucial time period in the pre-travel process.
It's focused around:
1 - Easing the complexity of packing lists
2 - Getting ahead of potential weather related packing mishaps
3 - Educating children in the family on how to best prepare for travel in a fun environment (as well as adults!)
SITE MAP
Initial logic of the solution built before diving into a high-fidelity wireflow.
WIREFLOW
After establishing the features and logic of app, I finalize this part of the process by graphing my product’s set of steps and view the journey that users would follow to complete their set of actions.
︎DESIGN
In lieu of building out a full, high-fidelity prototype — we developed a brand style tile that would resonate with both adults and children alike.
HIGH-FIDELITY SCREEN MOCKUPS
HIGH-FIDELITY PROTOTYPE
︎ REFLECTIONS
This project was a fun and enlightening window into the world of what it's like to travel as a family. It’s clear that all there is to juggle can be distracting and take away from the joy of travel.
We hope that in the near future, adults & children will be sailing to far off lands and not worrying if they forgot their toothbrush.
This might allow the family to spend more time — making memories and having fun!
HIGH-FIDELITY SCREEN MOCKUPS
HIGH-FIDELITY PROTOTYPE
Head over to inVision to check out the
live prototype.
︎ REFLECTIONS
This project was a fun and enlightening window into the world of what it's like to travel as a family. It’s clear that all there is to juggle can be distracting and take away from the joy of travel.
We hope that in the near future, adults & children will be sailing to far off lands and not worrying if they forgot their toothbrush.
This might allow the family to spend more time — making memories and having fun!