Cup of Sugar
Mobile App Case Study
2024
The Problem: Isolated individuals need a structured way to interact with neighbors because the pandemic lessened people’s sense of community. Millennials and Get Z also value sustainable living and are conscious of their overconsumption.
Our Solution: Cup of Sugar is a mobile app that fosters an environment where individuals can create quality relationships with the people around them and practice sustainable living through borrowing and lending items.
Project Details
Project Type
Mobile App Case Study
Tools
Figma
Contributors
Lana Sardar, Waringa Hunja, and Kacey Arnold
Research, Prototyping, UX/UI Design, User Testing
Project Duration
3 Weeks
My Role
The Final Prototype
Part 1: User Research
User Research Plan
View my full User Research Plan document.
Background
The pandemic has left us with unhealthy tendencies that no longer serve us. We have normalized limited socialization on a daily basis as remote and hybrid approaches are still relevant and in high demand today. Although online shopping and 1-day delivery services greatly benefited us during isolation, it now only encourages overconsumption. This study is aimed to understand how urbanites create connections, build community, and consume consciously in a post-pandemic world.
Research Questions
How has the pandemic impacted people’s relationships with their neighbors?
What tools do people ages 25-35 use to create community in the town they live in?
How do young people living in cities save money and/or practice sustainability?
What are people currently doing to store/give away items they do not use frequently/ have in abundance?
How can we provide trust within the app so users feel comfortable borrowing and lending items?
Interview Plan + Script
We planned to conduct at least 5 verbal interviews total in order to understand the sense of community that exists and how it is formed for many urbanites, and the material consumption tendencies of these individuals.
View our interview script.
Affinity Diagram Process
Key Findings:
Many interviewees do not feel a true sense of community in their building
Most interviewees feel comfortable or like the idea of lending/borrowing certain household items but don’t feel that type of relationship established with their neighbors
Empathy Map
Part 2: Definition & Ideation
User Insight
A remote-working apartment tenant who struggles with initiating conversation needs an effortless method of connecting with neighbors through lending and borrowing because they miss the feeling of community and value sustainable consumption.
Problem Statement
A remote worker living in a multi-unit building who struggles with initiating conversation needs an effortless method of connecting with neighbors through lending and borrowing because they miss the feeling of community and value sustainability. How might we help this user recreate an environment that fosters community and sustainable living amongst neighbors?
Story Board
User Flow
Take a closer look at my full user flow FigJam.
Part 3: Prototypes & User Tests
Wireframes
Digital Wireframes: Key Screens
User Tests
Guerrilla Testing Plan + Notes
Goal: We want to identify the pain points in our prototype’s navigation and understand the path of travel users take when navigating the app to understand what content or features capture their attention.
Tasks + Results:
User sends a message to a neighbor —> 100% Success Rate
User finds the listing for sheers —> 100% Success Rate
Feedback:
All testers found locating the messaging screen very straightforward and a familiar process
It was not obvious to most testers how to navigate to sheers listing from feed screen
Present the categories on the landing/home page
Revise the onboarding process so returning users can opt out of onboarding but new users must familiarize themselves with the features
further develop prototype that way it better resembles the complexity of the ultimate design and testings are more accurate
Key Learnings From User Test
Final Clickable Prototype
View all Hi-Fi mockups and prototype in Figma.