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S.I.C.C.U.D.

Savings In Cash & Coins to Uplifting Destinations

THE PROBLEM

Everyone loves to travel, but everyone can't fit a trip into their budget.

Steps to sole the problem:

Established a list of questions asking users about how they plan their travel, their travel frequency, and desired travel frequency. Ask the user questions geared toward how they plan, prepare, and save for travel. Discover the blocks that they encounter that either stop, postpone, or stress them when it comes to planning a budget for travel.

 

HIGH LEVEL TIMELINE

4 weeks

MAKE OF THE TEAM

1 UX Researcher/Designer

KEY GOAL

To create an application that would improve an issue travelers face.

MY ROLE

UX Designer

Responsibilities: Quantitative and Qualitative research, storyboard, personas, iterations, user flow analysis, wire framing, hi-fi prototyping.

UNDERSTANDING THE USER

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Click Image to view prototype

In the beginning, the app was called Frugal Traveler. Users assumed it was an app that gave deals on flights and hotels.  The new name for the app is S.I.C.C.U.D. (Savings In Cash & Coins to Uplifting Destinations).

The first iteration I tested the wireframes and gave tasks for the user to sign up and tour the app.

 

I noticed confusion and odd spacing with some of the frames in the wireframe. The user had frequent issues with proper navigation. Changing the look of the app (and the name) helped users to navigate the app with ease.

Research results, created different versions of the user flow. From the user testing I was able to discover a more functional design allowing for easier use.



 

onboarding.PNG

BREAKING DOWN THE PROCESS 

persona.png

Research proved a few key findings:

  1. Users love to travel but often cannot due to lack of funds or no time off

  2. Users tend to buy things separately instead of bundles for travel

  3. Travel agencies aren’t very popular, most people plan themselves

  4. Group trips are frustrating because of people staying on track with payments.

During the research I conducted surveys, interviews, user testing and iterations.

 

THESE WERE SOME MAJOR LEARNINGS OR POINTS WE WANTED TO CALL OUT

User Testing

Testing with original wireframe Frugal Travleler

User Testing

Testing with last iteration of application

TITLE OF THE CALLOUT BLOCK

LESSONS LEARNED

Iterations, Testing, Iterations

In conclusion, I created an application that allows users to save toward future travel dates regardless of if they have a planned date or just want to save for a future trip. Adding features for groups to keep track of the payments and participation increases successful trips, and allowing users to make auto deposits makes it easier for them to reach their goals faster.

What I learned

User Research taught me how to listen to the user. During the testing I found points of confusion in the design that effected its usability. From wireframe testing I learned to make more functional changes to the design and created a different version improving the applications functionality.

This project gave me an understanding of what touch points to consider when creating the design of an application. I have enhanced myself in understanding the broad spectrum of design, thinking about the limitations and asking the right questions.

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