A collection of informal studies to solve real world user problems.
What if Dutch Bros had a wearable application?
The Problem
While taking the Google UX Design course on Coursera, there was a "Coffee House" project that all aspiring UX designers had to complete tasks for in order to learn more about the design process. In one of those tasks, we had to complete a competitive audit of coffee shops. In this task, I found a mini project to work on after I had completed the course.
In one of the reviews, a user had expressed a want/need for the Dutch Bros application to incorporate an app for wearables. The problem: they needed a quick and easy way to scan their QR code for points without having to use their mobile device.
Oftentimes, as they drove through the line, they would have to unplug their phone from the car system, pull up the Dutch Bros. application, and then scan the QR code for points.
Over the course of 2 days (November 17 - November 18, 2022), I sketched, wireframed, and prototyped a wearable application for the 40mm Apple watch to see how this problem could be solved.
I used this opportunity to continue to hone my UX design skills and learn more about the tools and abilities within Figma.
The Process
Assumptions
Who would use this app? When would this app be used?
This app would be used by users who already have the Dutch Bros. mobile device application AND a smartwatch.
The majority of users who use this application will have an apple watch.
The age range of the users would be 20 - 40 years of age.
The majority of users will use the application when going through the drive-through, and not the walk-up window.
The majority of users will use their watch to scan for points rather than pay for items.
I'd like to test out these assumptions with a user survey to get an idea of who the actual target user would be, see if the application is useful and usable.
Sketching
Since there is already a mobile application available to users - I had a good baseline of how to begin designing the wearable application. One element I kept in mind is the goal of the application: Allow users to scan their watch for points OR pay for an item with their watch.
I started with a quick session of Crazy 8s to ideate user flows and screens.
I then moved on to some quick wireframing of the home screen, payment screen, and pop-up notifications.
Some considerations I had in mind were the layout and button best practices posted on Apple's human interface guidelines website. No more than 3 buttons on a screen.
I referenced Dutch Bros application for the iOS and based my screen on the same functions users would be used to on the mobile device.
User Flows
I created 4 user flows for the wearable application. I took into account what the main use of the mobile application was and applied it on a smaller scale.
Since I had already done a competitive audit with many coffee companies, including Starbucks, I also referenced their wearable application.
Lofi Wireframing/Prototype
During the lofi prototyping process I worked on creating components to enchance the user experience of pressing buttons.
Mockups/Hifi Prototyping
I tried my best to stick with the same design and theme of the mobile application. After I created the hifi prototype, I did some informal user testing and found that there is a need for some added details to allow the user to know that they can scroll down on certain screens (I will add these details at a later time).
Some KPI's I had in mind for usability testing are:
Time on task
Task success rate
User error rate
System Usability Scale
I'd also like to see the rate of "real-world" users who own a smartwatch and use the watch application versus their mobile device app. Is it too much for them to remember to use their watch? Will there be a high rate of users who do use the watch application? Answers to these questions and the KPI's would provide some good insights into the usefulness and usability of this wearable app.
This was a quick and fun informal project that helped me advance my design skills in terms of prototyping, UI layout, and design, as well as learning more about components and how to create/use them.