UX/UI/Mobile Application

UX/UI/Mobile Application

Khelo

Khelo

Goal

Goal

Enable individuals to easily engage in diverse sports activities, fostering social connections, convenience, and an active lifestyle

Solution

Solution

  • Offering a platform for flexible sports engagement to enhance convenience and social connections.

  • Allow users to discover new sports activities, form friendships, and stay active while overcoming scheduling constraints

Time period

Time period

6 Weeks

Design process

Design process

Quantitative Research, Qualitative Research, User Personas, Competitor Analysis, Wireframing, User Testing

Inspiration

Inspiration

The inspiration struck when my football enthusiast brother and best friend moved to different cities for studies and work, struggling to find players and quality football fields. Motivated by their challenges, I envisioned creating an app like "Khelo" to simplify ground booking for players like them.

Defining the problem

Defining the problem

UX Research

UX Research

Quantitative research

Quantitative research

These are the survey findings obtained through the distribution of a questionnaire using Google Forms, with participation from 25 respondents predominantly aged between 18 to 30. Utilizing these survey results, I extracted valuable statistics to gain insights into user sentiments and preferences.

These are the survey findings obtained through the distribution of a questionnaire using Google Forms, with participation from 25 respondents predominantly aged between 18 to 30. Utilizing these survey results, I extracted valuable statistics to gain insights into user sentiments and preferences.

results from the survey

  • More than 50% people require more than a day to make a plan
  • More than 60% people find it difficult to find players
  • 25% people not able to book with ease
  • 61% people do not use any apps to book or find players

Qualitative analysis

Qualitative analysis

I conducted one interview and distributed open-ended questions to three individuals using Google Forms. The purpose was to gain deeper insights into the "why" behind the quantitative research conducted earlier. This approach helped me identify specific problems and user needs, leading to a clear understanding of the solution requirements that my app should address.

I conducted one interview and distributed open-ended questions to three individuals using Google Forms. The purpose was to gain deeper insights into the "why" behind the quantitative research conducted earlier. This approach helped me identify specific problems and user needs, leading to a clear understanding of the solution requirements that my app should address.

Final Takeaways from user research

Final takeaways from User research

  • Users should be able to find players with ease

  • Users want to reduce the time to make a plan

  • Users prefer not having to make an advance payment for booking

  • Users should be able to find players with ease

  • Users don't want to spend a lot of time in finding the venue and booking it

  • Users prefer not having to make an advance payment for booking

Competitor Analysis

Competitor Analysis

Competitor analysis was carried out because it is essential to understand the existing landscape of similar apps and platforms in the sports and recreational domain. By conducting a competitor analysis, I was able to gain valuable insights into the strengths and weaknesses of other sports-related apps, identify the features that are popular among users, and learn from their competitors' successes and shortcomings.
Additionally, competitor analysis helps in identifying any gaps in the market that Khelo can fill, distinguishing itself from existing competitors by offering unique features or addressing specific pain points that are not adequately addressed by other apps. It enables the creators of Khelo to position their app strategically and create a strong value proposition to attract their target audience.
Competitor analysis was carried out because it is essential to understand the existing landscape of similar apps and platforms in the sports and recreational domain.

By conducting a competitor analysis, I was able to gain valuable insights into the strengths and weaknesses of other sports-related apps, identify the features that are popular among users, and learn from their competitors' successes and shortcomings.

Additionally, competitor analysis helps in identifying any gaps in the market that Khelo can fill, distinguishing itself from existing competitors by offering unique features or addressing specific pain points that are not adequately addressed by other apps. It enables the creators of Khelo to position their app strategically and create a strong value proposition to attract their target audience.

Competitor analysis was carried out because it is essential to understand the existing landscape of similar apps and platforms in the sports and recreational domain.

By conducting a competitor analysis, I was able to gain valuable insights into the strengths and weaknesses of other sports-related apps, identify the features that are popular among users, and learn from their competitors' successes and shortcomings.

Additionally, competitor analysis helps in identifying any gaps in the market that Khelo can fill, distinguishing itself from existing competitors by offering unique features or addressing specific pain points that are not adequately addressed by other apps. It enables the creators of Khelo to position their app strategically and create a strong value proposition to attract their target audience.

Wireframing

Wireframing

Initially, paper wireframes were crafted, but assessing their effectiveness was challenging. Consequently, I opted to develop low fidelity wireframes using Figma to test various user journeys aimed at achieving their objectives. The selected journeys, such as booking a nearby turf, joining a nearby game, and finding players, were prioritized as they represent the fundamental tasks users are likely to undertake.
These are the final wireframes which I designed and tested on users to iterate my design. I designed wireframes for various user journeys, including the following examples in Figma

Usability testing

Usability testing

I conducted usability testing using participants from the age group 20-25 to test my wireframe designs. I conducted 2 tests online using video call and 1 test in person. I created wireframes and made a prototype from it. I sent them the link for the interactive prototype and asked them several questions to perform using this app. https://www.figma.com/proto/rio5f2ueDbmDlv2njxUMt1/Untitled?page-id=0%3A1&node-id=447%3A1834&viewport=-7140%2C-3022%2C1.25&scaling=contain&starting-point-node-id=445%3A3
These are the final wireframes which I designed and tested on users to iterate my design. I designed wireframes for various user journeys, including the following examples in Figma

Criteria for selecting the users

Criteria for selecting the users

  • They face challenges finding players for their preferred sport.

  • They have limited prior experience using apps for player booking or discovery.

  • They are aged between 20 and 25.

changes after usability testing

changes after usability testing

After working on the site map which I made by conducting usability test and card sorting test I found some problems in my wireframe designs and altered it

changes after usability testing

After working on the site map which I made by conducting usability test and card sorting test I found some problems in my wireframe designs and altered it

final ui design

Prototype

Final UI design

Gamification techniques can be helpful and engaging for users if designed the right way.
Users found the newly designed app engaging and easy to understand and thought the rewards were meaningfully designed enhancing the usability of gamification techniques

reflection

Reflecting on my project, I realized the immense value of a user-centred approach. Through extensive user research, I identified pain points and areas for improvement, which informed the wireframing and prototyping stages. I iterated on the designs based on user feedback and usability testing. The final design not only enhanced the user experience but also increased engagement and satisfaction. This project underscored the importance of empathy and iterative design in creating effective UX/UI solutions.

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