Case Study: PUSH MVP
Push is an MVP created by skateboarders for skateboarders. The app connects skateboarders, offers terrain information, and coordinates meetups.
Project Breakdown
Background
This project wasn't just about building an app; it was about crafting an experience. Leveraging user research, I transformed a raw concept into a user-centered MVP centered around skateboarders.
Timeline
Tools Used
My Role
Scope
Challenge
Existing apps offered limited possibilities. This project, however, provided the liberating experience of crafting a skateboarding app from scratch, allowing unbridled creativity to shape a one-of-a-kind user experience.
How did we arrive here?
...What did our users think ?
I think it is really cool, I think a lot of people could get use out of it... I think it could add a lot of value.
Nate
As far as spot information is concerned, it is the best I have ever seen.
Lou
defining the problem
BY discovering Opportunities
Through observational research and user interviews opportunities were discovered within the skateboarding community.
Skateboarders face a deficiency in a well-defined system for discovering skateboarding locations.
Skateboarding lacks resources in the community to discover other enthusiasts.
Skateboarders have difficulties aligning schedules with other enthusiasts.
empathizing with our users
Through Observational Research and User Interviews.
Observed skateparks
Reddit and Instagram communities
Open-ended interviews with users
Spoke with skateboarders directly
Interview run-down
Who were my interview participants?
Kevin "Warren"
35 years old and skateboarding for 23 years.
Chris "Goot"
35 years old and skateboarding for 23 years.
Kevin
38 years old and skateboarding for 30 years.
Scott
38 years old and skateboarding for ~30 years.
Brandon
30 years old and skateboarding for 16 years.
What were the interview goals?
Tailor my design
Understand user needs, wants, goals, and frustrations.
Understand progression
Determine if there is a commonality in skateboarders learning tricks.
Resources
Find any resources that participants use to enhance their skateboarding experience.
Spots and Trends
Uncover any commonalities in skateboarding trends and locations.
How did I pick participants?
What were some sample questions?
empathy mapping
What did our interviewees have to say?
about Skate spots
about community
Research Findings
I anticipated encountering more challenges from participants related to learning and improving skateboarding tricks. It quickly became apparent that this is an issue for novice skateboarders.
What consistently emerged from conversations was the difficulty of coordinating with friends for skateboarding sessions and the challenge of discovering new spots.
Comraderie
Friendships and community are a large part of skateboarding.
Self-taught
Most skateboarders train themselves and don’t have instructors or classes.
Scheduling issues
Scheduling time skateboarding with friends can be time consuming.
Spot discovery
Skate spots are self-discovered from videos or through word of mouth.
information architecture
Understanding the needs of our users to begin organizing our solutions.
user goals
Find new spots to skate
Organize skate "sessions" with friends
Discover skateboard allies
possible solutions
Open sourced map with spot overviews
Event scheduling
Integrated social features
how will a new user discover and navigate key features to achieve their goals?
Task flows were created
To develop wireframes
Discovery Flow
Search for friends and spots: Allows users to search for other skaters and/or spots based on various criteria (location, skill level, style) to find potential spots and other users.
Create/schedule Flow
Users can easily create new sessions, specifying details like date, time, location or find open sessions available in their free time.
Building a prototype as an attempted solution
How might we create visual elements and interactions to make this experience as seamless and user-friendly as possible?
By embracing universally accepted patterns
Mapping system
Skateboarders are passionate about their spots. With an open-source map, they can contribute their knowledge, ensuring the information about the terrain, obstacles, and user density is accurate and reflects the latest updates. This can be crucial for planning sessions and avoiding surprises.
Filtering System
Skateboarding has various spot styles (street, park, vert, etc.). A filter system allows users to focus on spots that cater to their preferred style. This might involve filtering for features like bowls, halfpipes, ledges, or specific street features.
Messaging feature
They can exchange tips and tricks, discuss techniques, or even ask for advice from more experienced skaters. This fosters a sense of community and knowledge sharing within the app.
Notifications
To keep users informed, engaged, and connected to the skateboarding community by notifying users of session invites, messages, community updates and events.
And by using Domain-Specific Language (DSL) to improve UX.
skateboard specific language
This allows for focusing on skateboarding-specific details that are most important to users. For example, a spot description might mention "stair set with a handrail" instead of just mentioning "stairs." This provides more relevant information for skateboarders.
Skateboard specific imagery
Skateboarding has its own specific terminology and concepts. Icons can visually represent these concepts (gaps, grind, ramp) in a way that is instantly recognizable to skateboarders, promoting clear communication within the app.
App Identity
Skateboarding has a strong counter-culture identity, and the community values authenticity. An app that "speaks their language" through its design and functionality fosters a sense of belonging and creates a more engaging and immersive experience for users.
Testing the prototype
I conducted moderated usability tests to determine effectiveness of solutions
5 tasks
5 users who skateboard
Completed and recorded over Zoom
Discover MVP ease of use
User insights and impressions
Usability breakdown
Who were my 5 users?
Nate
35 years old and skateboarding for 22 years.
Aaron "Ernie"
37 years old and skateboarding for 27 years.
Lou
36 years old and skateboarding for 24 years.
Jason
35 years old and skateboarding for 23 years.
John
29 years old and skateboarding for 2 years.
What were the usability goals?
Validation of design
Determine if the app meets the user's needs and wants.
Ease of use
Discover if the users can operate the flows without pain points.
Understanding UI
Do the users enjoy the custom UI, language and icons?
Maximum fuctionality
Uncover any features are lacking within the prototype.
What were my usability tasks?
Scenario-based
Gave participants a scenario and asked them to create a"skate alert" to find a filmer in their area.
User discovery
Asked users to find their friend Joseph and navigate to their location.
Information look-up
Tasked users with finding the Brooklyn Banks and navigating to its location.
Scheduling tasks
Asked the users to create an event, invite active friends and verify that there is no crossover on tasks.
How did I pick participants?
Iterating on usability findings
Turning insights into actions
Problem
80% of participants stated that they felt information overload when opening the app.
Attempted solution
I created an onboarding flow to familiarize users with the app's core functionalities.
Problem
60% of participants initially navigated incorrectly or couldn't complete the task of navigating to their friend.
Attempted solutions
Optional intro screen to prime users on the meaning and value of different features within the app.
Displayed user names when filtered and developed a list view for ease of use.
Evolving the Design with User Testing and Peer Feedback
Grab the slider hander and swipe left to see the first iteration of the MVP or right to see the last iteration.
Video of the MVP
reflecting on the case study
what can be learned?
Age shifts priorities
As our users aged, they faced increasing scheduling challenges, injuries, and slower recovery times. This led them to prioritize community and sustainability over performance and progression.
Let the users decide
User research completely transformed my MVP vision from a trick-centric product to one that better addressed users' actual needs.
Next steps
future decisions
Real world usage
Conduct usability tests in a city familiar to skateboarders to gauge the effectiveness of solutions in their natural environment.
Cast a wider net
Given that 70% of skateboarders are under 18, it is essential to explore the distinct challenges faced by this age group to determine if they have similar needs to our users.