Choosr

We make the decisions for you.

Overview

Choosr is a mobile app that serves as a way for users to quickly make decisions when out in large groups. The goal of this project is to alleviate the pain point of decision making to help parties carry on with their day by randomizing location suggestions for user and friends.

ROLE:
User Experience & Interface Design, User Research

TEAM:
Grace H. Park
Nicholas Gagnon

TOOLS USED:
Adobe XD, Sketch, InVision, Photoshop

DURATION:
2 weeks

Background

The difficulty of finding a place to go/eat when out with friends was a common struggle my team and I discovered when asked to discuss some pain points we encounter day-to-day. From there, we wanted to dive in deeper and the seed to Choosr was planted. Before we got started, we wanted to see for ourselves the studies done on the concept of decision making.

Here's what we found:

• Based on a study from the University of Minnesota, too many choices can cause individuals to feel overwhelmed, hoard their energy, and are more likely to procrastinate on their decisions. This can lead to "decision fatigue" and can ultimately make individuals less likely to come to a conclusive decision at all. [a]

• The theory of "groupthink" states that it is more difficult to make a decision when in groups than alone. In order to keep the peace, people are more prone to suppressing their opinions in order to maintain group harmony. [b]

• The idea of the "herd mentality" states that individuals often end up copying decisions instead of making one's own, causing one to ignore their own instincts. [c]

Research

Before we dove into our personal research, we hypothesized that coming up with one conclusive decision is often difficult because...

“Individuals are generally indecisive people."

To gain a better understanding of the problem at hand, five user interviews were planned and conducted regarding pain points and future opportunities for improvement. Participants were asked to share about their experience when collectively making decisions of where to go when out with friends.

Pulled Interview Quotes

Survey data of 30 participants were also gathered and the results showed:

• 88.9% of participants took place in contributing to decision making when out in groups.
• 43.5% of participants stated that it takes around 20-40 minutes when coming up with a group consensus.
• 55.5% of participants leaned more towards being decisive as a person.

Overall, it was interesting to learn that our initial hypothesis differed from the results. We hypothesized that individuals would naturally be indecisive as people but the returning statistics showed otherwise.

Key Takeaways

• One strong suggestion helps individuals come to a conclusive decision.
• Distance, price, and accommodation are taken into consideration when deciding where to go.
• Individuals, more often than not, take into consideration the opinion of others before themselves in group settings.

User Persona

After we analyzed our data, a general user persona was created in order to grasp our target audience. Sean Reynolds is a 23 year old UX/UI designer that does not like to idly spend his time. Sean’s pain points and needs were used as the foundation of our design thinking and creation.

User Persona

User Flow

To cater to the demographic of users who would be interested in using Choosr, simplicity was our first priority. We took away the classic on-boarding process by allowing users to go straight to the main purpose of the app. Our user flow was built to ensure intuitive actions and straight forward accessibility.

Choosr User Flow

Feature Prioritization

Specific features that would have high impact to our application were highlighted and added in order to create a more fluid user flow. Features such as map and Yelp integration with fluid animations were a must-have for our finalized prototype.

Feature Prioritization Graph

Sketching & Wireframing

Early iteration of sketches were created in order to gain a general understanding of the layout of the mobile application following our user flow.

Low Fidelity Wireframes

Testing

We put our initial designs to the test by observing how easily participants were able to navigate through Choosr with three given scenarios in our low fidelity prototypes.

You are out with your friends and you need to decide what to do next. Please...

1. Find a chill activity to do
2. Find a place to get dessert
3. Choose the next location between you and a friend

User Testing

Iterations

After testing our initial prototypes, we went back to the drawing board to reiterate our wireframes. From the feedback gathered, changes were made to allow users to have a more seamless experience.

The first feedback received was that it wasn't apparent to users that by pulling down on the screen would allow one to refresh their choices. In order to alleviate this problem, a coaching screen was added to the final prototype.

The second feedback was that users felt it was a bit tedious to continually click on the back button in order to return to the home screen. We fixed this problem by adding a simple "Home" button to the top right of the screen for users to easily return to the initial page.

Visual Design

With the data collected, designing Choosr's prototype to be presentable was our next priority. Playful colors and modern text were incorporated to allow the process of using the app simple and fun. We inferred that users would most likely be viewing Choosr with others, which is why we made sure the buttons took up the full width of the screen as well as enlarging text.

Choosr Visual Design

Final Prototype

You are out with your friends and you need to decide what to do next. Please...

1. Find a chill activity to do
2. Find a place to get dessert
3. Choose the next location between you and a friend

Reflection

1. User Research is a must
User research is the foundation of any design process. I learned that you must constantly be thinking about the user in every step of the way, understanding who you're designing for as well as constantly asking "why" is crucial in bringing your designs to life.

2. Iterate, iterate, iterate
We had to go through a good amount of iterations before pushing out our final prototype. What we thought was a straight forward application was not so simplistic as we envisioned. There were many times where we would test our prototypes and would find participants confused and stuck on a user flow. I learned that iterations are vital in creating a design that can be universally understood by all.

Overall, Choosr taught me how to apply conceptual thinking into real life designs. From thinking about the problem to working towards creating a solution, I was able to learn how each step must have purpose in order to reach the end goal.

Thank you!

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Sources:
[a] Zoovu Blog, www.zoovu.com
[b] Alex Devero, blog.alexdevero.com
[c] Psychology Today, www.psychologytoday.com

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