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

10 weeks

Tools Used

Figma, Photoshop, After Effects, Premiere Pro, Excalidraw, Survicate, Whimsical, Sketch

My Role

Sole UX Designer & Researcher

Scope

Observational research, user interviews, user persona, task flow, user flow, wireframes, usability testing, high-fidelity prototype

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.

01

Skateboarders face a deficiency in a well-defined system for discovering skateboarding locations.

02

Skateboarding lacks resources in the community to discover other enthusiasts.

03

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

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

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.