The challenge I faced was to design an accessible and compelling, easy-to-use app for sailors, surfers and divers to understand wind, wave and weather forecasts.
In the large app market, to date it is not yet possible to find a product with an easy interface for those who love water sports and, perhaps, are not yet experts. Especially in terms of security.The apps on the market are very detailed but do not warn users in case of bad weather or dangerous conditions.
Our dare was to create a product that could give users all the information they needed in a single click and thus be able to tackle their sport session safely.
The app also allows users to connect schools and teachers, exchange information and interact with each other through a community. It is also possible to connect the device to a smartwatch system, to give users to track their results and share them in social networks.
Role: User Experience Researcher, UX Analyst, Product designer, User Experience Strategist
Client: Career Foundry
Duration: February-July 2020 (5 months)
Tools: Adobe XD, Adobe Photoshop, Balsamiq, Optimal Sort, Usability Hub
Try the prototype
List of possible problems
1. Many applications out there that share information about wind, waves and weather are visual, but do not display the data in a way that makes it easy for everyone to understand.
2. In many applications there is no general geographic map showing exactly all available places where water sports can be practiced.
3. It is currently not possible to add an alarm in case of bad weather.
The research of competitors is very important in the initial design phase because it allows to understand what the market expectations are.
Overview – Line app
Line app is an application that allows surf lovers to access a wide range of services able to predict sea conditions and be informed about the activities of surf schools.
As a quantitative method to collect as much information as possible, we would like to use surveys. Our goal, in this case, is to understand the habits of our potential users.
Define the Target
We have collected 42 users
The data collected showed that our target group is more focused on the 35-39 age group. There are no differences between men and women.
The most practiced sports are swimming, followed by diving, snorkeling and surfing, and the participants are considered of medium level.
To obtain qualitative information, we need to interview divers, surfers, school managers and teachers, to get feedback to understand their goals when they are looking for spot, courses or excursions and gear. The time for each interview could be about 15 to 20 minutes.
The data collected during the surveys and interviews allow us to create user personas. But who are the User Personas and what are they for? User persons are users created with all the data collected to create a tangible sign and empathy with designers and stakeholders.
In order to start the content correctly and to develop a solid structure of the site map, we decided to start a card sorting sorting analysis. With this technique we would like to be able to define the services offered by the app in an efficient way.
After having carried out an accurate analysis, defined the internal structure of the product, it’s time to make the first sketches draw with pen.
After the first sketches, wireframes were made in middle and high fidelity, in order to conduct the usability tests.
Let’s test our theories
Test 1 – Usability test
Usability test has the function of identifying the usability of the app by involving participants and giving them tasks to perform.
Usability test result
Six usability test were conducted using remote method. All of them were able to conducting test and completed all tasks.
3 of participants had some problem to completed task n 3 and n 4.
In general, feedback was positive. Users gave a reviews around 7 in a scale of 10.
Test 2 – A/B test
AB testing is essentially an experiment where two or more variants of a page are shown to users at random, and statistical analysis is used to determine which variation performs better for a given conversion goal.
Example – Onboarding screen
Total participants: 15
Average duration: 2m 37s
Version 1: 64% preferences, 10/15
Version 2: 36% preferences, 5/15
Common UI Elements and Styles
What went well?
The collection of significant data had a big impact on the design of the app.
Interviews and the survey showed that users were actually looking for an app that collected everything they needed during the design of their sports sessions and during usability tests, the app’s functionality was greatly improved.
In general, the feedback received was positive, both in terms of usability and memorability, and in terms of aesthetics and functionality. The app was described as fun and simple by about 80% of the users.
Many challenges were faced, especially in the primary phase during the definition of the initial objectives of the project. In the design phase it was difficult to find a suitable layout solution that contained all the elements necessary for users to access weather information.
Conclusion and next step
Creating Tethys application was definitely a great challenge and a starting point for my new design career. Because Tethys’ design touched on the entire UX process, from research to design, I was able to learn and understand the importance of following a process set up for the industry. The next steps will be to deepen the missing aspects of the app such as personal profile or community session. I would also like to be able to develop the session dedicated to the tracking of the sports session and develop the management part of the sport center..