Share Wear- “Happiness is in sharing”
Overview
Share Wear is a mobile application designed to enhance the convenience of clothes donation. It promotes the concept of reduce, reuse and recycle with an intention of increasing the life of a piece of clothing. The app actively promotes a culture characterised by giving, sustainability, and social responsibility.
My role
UX/UI designer, UX Researcher
User Research, Visual design, Interaction, Prototyping & Testing
Tools
Figma, Canva, Miro, Trello
Problem Statement
Fast fashion and excessive consumerism are major contributors to environmental degradation, causing pollution and the accumulation of waste in landfills. Improper disposal of clothing exacerbates the problem, highlighting the need for accessible donation points and increased awareness of recycling practices.
A solution allowing collaboration with NGOs and government organizations to collect clothing donations can raise awareness and foster a sense of responsibility among users, empowering them to make a positive impact on the environment.
Goals
Design Thinking Process
The user-centred design method was used in the design process, with a focus on placing the needs and preferences of users at the core of the design. This approach ensures that the final product or solution is tailored to meet the specific requirements and expectations of the intended users.
Empathise Phase
Research & Analysis
As part of user research qualitative research was conducted by recruiting 10 participants. Interviews were conducted with key questions regarding general awareness of fast fashion and its environmental impact, clothing consumption and disposal behaviours, experiences with clothing donation including any challenges encountered during the process. This qualitative approach allowed for a more comprehensive exploration of consumer practices and shed light on their attitudes and goals towards environmental sustainability.
Interview Questions
Define Phase
During the empathise stage, interview transcripts were coded to construct the empathy map, facilitating immersion in users' experiences to acquire valuable insights. The empathy map comprises four sections: Says, Thinks, Feels, and Does. The objective is to develop a comprehensive understanding of users' challenges and motivations. This understanding will inform design decisions and empower the creation of solutions that authentically connect with the audience.
Empathy Map
Understanding the users is at the heart of the entire process. With all the data collected from the interviews and the analysis conducted from the empathy map, a fictional user persona was created representing an ideal user of the application. This guided in understanding the needs, preferences, and behaviour of the target audience and aligning the design decisions with their requirements.
User Persona
A user journey map is created to visually depict the journey users undertake to achieve their goals, offering a comprehensive overview of their interactions, experiences, and emotions throughout the process.
User Journey
Ideate Phase
"A user flow diagram is created to map every step of the user interaction required to achieve the user's goal.
For example, as a user of the app, I want to be able to donate, select an organization, and schedule a pickup option through Share Wear."
Information Architecture
Prototype Phase
Low-fidelity wireframes were designed to serve as blueprints, providing a starting point for focusing on functionality, layout, and user flow before refining into the finer details of app design. Figma was used to sketch the low-fidelity wireframes to see which ideas worked best to meet user goals.
Low-fidelity Wireframes
Typography & Colors
The low-fidelity wireframes underwent further iteration and revision, evolving into high-fidelity wireframes. The high-fidelity wireframes represent a polished and detailed version of the user interface, incorporating precise visual elements, colors, and typography. Subsequently, they were transformed into an interactive prototype.
High-fidelity Wireframes
Test Phase
A usability study was undertaken, with the findings centring on the issues identified during usability evaluation tests. The evaluation was based on usability heuristics, offering additional recommendations for improving the app. These insights were then utilized to iterate upon and enhance the app, aligning it more closely with user needs. The usability test provided a broader understanding of users’ perspectives, thoughts, feelings, and expectations regarding the product. Through iterative testing and refinement of the design based on user feedback, improved consistency, usability, and logic were attained. The objective was to craft a smooth and intuitive experience that truly resonated with the target audience.