Borrow iOS app is a peer-to-peer mobile marketplace that lets people seek and share their unused domestic items for a small fee or free. It is based around the idea, that in our daily lives, we buy domestic products for single use but end up buying one that would well go beyond several uses, hence the waste of its financial value when it lays around unused. With the proliferation of the very altruistic sharing economy, we believe, people are both willing and wanting to share and pay for single use of products owned by other people.
How Might We (HMW)
I have made it a personal philosophy to always start a project by asking questions. Not just any questions, the right questions, "Why" and "How might we" (HMW) popularised by Simon Sinek and Min Basadur respectively. We defered judgement and took up every idea to the mindmap so as not to miss reflecting upon any later. This approach allowed us understand the problem space better. We got a sense of how the sharing economy has proliferated in the recent times and how people have opened up to the idea of sharing for the social good. As we ourself qualify as Gen Y we voluntarily moved towards the idea of sharing small items and unanimously reflected on the paid of having to pay for an over sized product for just a single use.
We wanted to gauge how much our ideas mapped to the public's and what our user demographic could look like. We devised a brief online questionnaire following the principles of Questionnaire Design perfected by Pew Research and taking care so as to not to prime the survey takers nor bias them in any way. We believed in maintaining pristine quality of work in every step of process, right from the beginning.
We asked 50 people about their mobile device, their propensity to share items with friends and their spectrum of acceptance of the "sharing economy."
The survey also revealed the overall demographic of the survey participant. Upon intersecting the demographic of participants with the respective problem area we find the below illustrated demographics that map to the solution we are willing to provide. The average person of this problem space is aged between 18 to 35 and has a bachelors degree. They are also technically proficient and able to disclose the operating system and its version. The majority of which is Apple iOS and most of them have the latest iOS 8. This would shape our design since now we can pinpoint our design for the iPhone, especially iOS 8 which would give us the liberty to make use of the most contemporary design style.
Minimum Viable Product
The next task was to take our understanding of the problem space and the user demographic and come up with the minimum set of features that could pin-pointedly address the issue or develop the Minimum Viable Product (MVP).
Wireframing + Feedbacks
We then moved on to wireframing the product features using pre-printed iphone mockup sheets. This was the fastest way to flesh out our design ideas, how they would map to the features and basically a platform to experiment at a very low cost and fast pace. It also allowed us to conduct design critiques, gain feedback on the designs and when needed re-do the design and get follow up feedbacks in the fastest way possible.
Wireframing lead us to finalize on the features, visual design and interactione design that would come together to become the app, Borrow. To protorype the app I used Apple's Quartz Composer and Facebook's Origami. The protoype allowed us to get critiques and feedbacks and swiftly get back to our high-fidelity design and make the changes. Upon several iteration we finalized the following designs and are thoroughly proud of it.
The design was based on cards which has become a contemporary design pattern of choice, however, I also adhered to Apple's iOS Human Interface Design Guide. This amalgam also gave us enough room to innovate with the design while still keeping it user friendly and easy to use.
The Borrow home screen is as simple as it gets. There are two significant features. The top bar and the feed. The feed is a list of items that people are seeking, which you might have, to lend.
The tab on the top left is the classic iOS tab that opens up more options that are less frequently used. We have all the feature to add an item that you want to lend, maintain a catalog or browse the settings.
The top bar which hovers over the rest of the of the app houses the ubiquitous text entry field. Upon tapping it, a card draws out, that gives the user more space to write up what they want to borrow, in a fast way.
The feed contains several tiles which depicts the live feed of items people are asking to borrow. The tile make best use of the big screen by taking away complicated details and presents an overview of the products requested. It sets the context which if interests the user facilitates a tap. Which leads to diving deeper into the tile.
Tile to Card
The tile, upon interesting the user makes way for a card that looks as if it is tucked inside the feed and comes to life bringing its text heavy and cognition intensive stimuluses.
Interaction Design + Sunk Cost Psychology
The act of helping someone is deliberately hid under the feed and requires 2 taps to reach. This is so, as, after investing in reaching to this point the Sunk Cost Fallacy helps nudge users towards their goal of helping someone else, hence delivering the necessary support to their already altruistic goal.