HELLO

Project Banana is a user experience project aimed at solving laundry challenges. The objective is to provide users with relevant data to make informed decisions about laundry habits and frequency.

Below you will find a detailed case study of the entire project, from initial user interviews to final iterations.

I hope you have a great experience.

01 / 09

THE CHALLENGE

1.1

Raising awareness on clothing longevity and overwashing.

1.2

Raising awareness on the time and resources it takes to do laundry.

1.3

Creating habits around laundry and clothing.

1.4

STATS TO CONSIDER

1.5

SOURCES

Home Water WorksMichael BluejayHome Guides by SF Gate
END OF 01/09

02 / 09

USER RESEARCH

2.1

TYPEFORM SURVEY

12 questions / 28 responses

Survey Screenshot

2.2

INTERVIEWS

User Interview PhotoUser Interview PhotoUser Interview PhotoUser Interview PhotoUser Interview PhotoUser Interview Notes

2.3

RESEARCH SYNTHESIS

2.3.1
AFFINITY MAPPING
Affinity Mapping PhotoAffinity Mapping Photo
2.3.2
METHODS
2.3.3
SUMMARY OF RESULTS
END OF 02/09

03 / 09

FRAMING THE PROBLEM

3.1

GENERAL PROBLEMS

3.1.1
Laundry is usually viewed as a chore, so how do we do less of it?
3.1.2
Doing laundry less frequently would save time, money, and resources but how do we do laundry less frequently while still maintaining cleanliness?
3.1.3
With numerous items in our closet and the constant barrage of information we are presented with everyday, it’s hard to remember what we have worn and how many wears.

3.2

PROBLEM STATEMENT

The problem I suspect is that people prefer to wear their clothes a few times before washing, while still being clean, and not repeat outfits too regularly. But there isn't an easy way to track wears and last worn dates without worn items being piled up somewhere in their room or closet.
END OF 03/09

04 / 09

PERSONAS

4.1

ELEANOR

User Persona

4.2

JANE

User Persona
END OF 04/09

05 / 09

COMPETITIVE ANALYSIS

5.1

CLOSET ORGANIZERS

5.1.1
ok app_1ok app_2Stylebook app_3
5.1.2
Closet + app_1Closet + app_2Closet + app_3
5.1.3
Cloth app_1Cloth app_2Cloth app_3

5.2

LAUNDRY OUTSOURCERS

5.2.1
END OF 05/09

06 / 09

THE SOLUTION

Project Banana is a digital solution to help people easily track the number of wears in between washes, the last worn date, and the last wash date of an item. The objective is to provide people with relevant data to make an informed decision about laundry habits and frequency.
END OF 06/09

07 / 09

ITERATION 1

7.1

CONCEPTUAL USER FLOW

Iteration 1 user flow

7.2

PAPER PROTOTYPES

7.2.1
HOME SCREEN. Users can access 7 functions from the home screen.
Paper Prototype_Home
7.2.2
ADD CLOTHING. Users can add clothing by taking photos or uploading existing photos. Users also have the option of adding several items at once.
Paper Prototype_Add clothing_1Paper Prototype_Add clothing_2Paper Prototype_Add clothing_3Paper Prototype_Add clothing_4Paper Prototype_Add clothing_4Paper Prototype_Add clothing_5
7.2.3
ADD TO HAMPER. The hamper holds all the dirty clothing, similar to a physical hamper. The idea is that users would most likely decide if they want to wash their outfit at the end of the day, hence "today's outfit" is the first option.
Paper Prototype_Add to hamper_1Paper Prototype_Add to hamper_2Paper Prototype_Add to hamper_3Paper Prototype_Add to hamper_4
7.2.4
PLAN AN OUTFIT. This function allows the user to plan an outfit and the app to track number of wears for each item.
Paper Prototype_Plan Outfit 1Paper Prototype_Plan Outfit 2Paper Prototype_Plan Outfit 3Paper Prototype_Plan Outfit 4Paper Prototype_Plan Outfit 5Paper Prototype_Plan Outfit 6Paper Prototype_Plan Outfit 7
7.2.5
DO LAUNDRY. This is the main point of the app. The hamper items are automatically added to the load. Users can add items to the load by filtering through their digital closet.
Paper Prototype_Do Laundry 1Paper Prototype_Do Laundry 2Paper Prototype_Do Laundry 3Paper Prototype_Do Laundry 4Paper Prototype_Do Laundry 5Paper Prototype_Do Laundry 6Paper Prototype_Do Laundry 7Paper Prototype_Do Laundry 8Paper Prototype_Do Laundry 9Paper Prototype_Do Laundry 10

7.3

USER TESTING

7.3.1
HOME SCREEN
Paper Prototype_Home
  • User A thinks OUTFITS button is the same as PLAN OUTFIT button.
  • User B is also slightly confused by these buttons and suggests users might want to browse through old outfits and then plan outfit.
  • User C believes NOTIFICATIONS button is for app notifications and not a place to set reminders.
  • User B is not confused by NOTIFICATIONS button.
7.3.2
ADD CLOTHING
Paper Prototype_Add Clothing
  • User A wants option to add clothing image and add info later.
  • Idea: auto-notification to finish adding info for items missing info.
Paper Prototype_Add Clothing
  • User A likes how CATEGORY has tap selections instead of form fields.
  • User A enjoys the ability to take photos of the tags to auto-generate MATERIAL field.
  • User D thinks this text-recognition and parsing technology will be too expensive to implement.
7.3.3
ADD TO HAMPER
Paper Prototype_Add to hamper
  • User C thinks spacing between TODAY'S OUTFIT and # OF WEARS connotes a sense of hierarchy.
  • User C is confused by the option of EARLIEST WASH DATE - thinks results will go to list of items of latest laundry load.
7.3.4
DO LAUNDRY
Paper Prototype_Do Laundry
  • User B wants some way to confirm number entered before app generates results.
Paper Prototype_Do Laundry
  • User B expects YES answer to return her to the DO LAUNDRY home screen.
7.3.5
GENERAL INSIGHTS AFTER USING TESTING
  • In ONBOARDING, ask users to set notifications to remind them to add items to the digital hamper if they decide to put items in their real hamper. Perhaps this can occur at night when people typically change out of their work clothes.
  • Have users create an account so all the data can get backed up.

7.4

WIREFRAMES

7.4.1
HOME SCREEN WIREFRAME
Wireframe_Home
7.4.2
ADD CLOTHING
Wireframe_Add Clothing 1Wireframe_Add Clothing 2Wireframe_Add Clothing 3Wireframe_Add Clothing 4Wireframe_Add Clothing 5Wireframe_Add Clothing 6
7.4.3
ADD TO HAMPER
Wireframe_Add to hamper 1Wireframe_Add to hamper 2
7.4.4
DO LAUNDRY
Wireframe_Do Laundry 1Wireframe_Do Laundry 2Wireframe_Do Laundry 3Wireframe_Do Laundry 4Wireframe_Do Laundry 5Wireframe_Do Laundry 6Wireframe_Do Laundry 7Wireframe_Do Laundry 8

7.5

ITERATION 1 INSIGHTS

The biggest challenge is that everything the user does in real life must be replicated in the app. When the user chooses to wear an item, he/she must find the item in the app and tell the app the item is being worn. It is the same process for adding items to the hamper, washing items, etc. 

This makes for a burdensome user flow, as witnessed by the initial complicated user flow indicated in section 7.1. 

Moreover, selecting outfits through a digital interface is not aligned to how humans typically interact with their clothing. Humans use sight, smell, touch, and emotions when selecting outfits and deciding what to wash.

END OF 07/09

08 / 09

ITERATION 2

8.1

MIMIC HUMAN BEHAVIOR

8.2

PAPER PROTOTYPES

8.2.1
HOME PAGE, PROFILE, ALERTS, REMINDERS
Paper Prototype
8.2.2
CLOSET
Paper Prototype - Closet
8.2.3
ADD CLOTHING
Paper Prototype - Add clothing
8.2.4
TRACK CLOTHES (QR SCAN AND MANUAL)
Paper Prototype - Track Clothes
8.2.5
ADD TO HAMPER
Paper Prototype - Add to hamper
8.2.6
DO LAUNDRY
Paper Prototype - Do Laundry

8.3

WIREFRAMES AND USER FLOWS

8.3.1
TRACK WEARS user flow
User Flow: Track wears
8.3.2
ADD TO HAMPER user flow
User Flow: Add to hamper
8.3.3
DO LAUNDRY user flow
User Flow: Do laundry
8.3.4
ADD CLOTHING user flow
User Flow: Add clothing

8.4

MOCKUPS OF SELECT SCREENS

Sketch Mockup_HomeSketch Mockup_Track WearsSketch Mockup_QR tag scanSketch Mockup_WarningSketch Mockup_Item trackedSketch Mockup_HamperSketch Mockup_LaundrySketch Mockup_SortSketch Mockup_Laundry confirmSketch Mockup_Add clothingSketch Mockup_Item addedSketch Mockup_ClosetSketch Mockup_Item DetailsSketch Mockup_Edit items

8.5

PROTOTYPES (FLINTO)

8.5.1
TRACK WEARS by QR SCAN
8.5.2
TRACK WEARS MANUALLY
8.5.3
ADD TO HAMPER
8.5.4
DO LAUNDRY

8.6

ITERATION 2 USER TESTING

8.6.1
User Testing Stats
User testing on iPhone 6User testing on iPhone 6
8.6.2
User Feedback
"My instinct is that the navigation may be a little confusing. The other part that tripped me up is that I wasn’t sure what to do with the hamper. What does the plus icon mean on the hamper page? I think it’s to add an item to the hamper, but it took me 2 seconds too long to figure that out, and I’m not 100% sure what the hamper even is.”
"What's the point of the hamper"
"Don't redefine the search icon." (The user is referring to the QR scan icon to track a wear.)
"You can't access all the functions at all times."

8.7

ITERATION 2 INSIGHTS AND REFLECTIONS

8.7.1
TASK DRIVEN
8.7.2
SITE BASED
8.7.3
CONFOUNDED UI
END OF 08/09

09 / 09

ITERATION 3

9.1

SIMPLIFIED USER FLOW / COMBINED TASKS

9.1.1
ITERATION 2 v. ITERATION 3 MOCKUP SCREENS
9.1.2
INTUITIVE UX. CLEANER UI.
Simplified User Flow animation

9.2

MAIN SCREENS AND FUNCTIONALITY

9.2.1
HOME SCREEN: CLEAN CLOSET
Home screen mockup with notes
9.2.2
DIRTY CLOSET
Dirty closet mockup with notes
9.2.3
TRACK WEARS
Track wears mockup with notes
9.2.4
HAMPER / LAUNDRY
Hamper mockup with notes
9.2.5
ACCOUNT
Account mockup with notes

9.3

FINAL PROTOTYPE

9.3.1
HOME SCREEN. The home screen is the clean closet, from which you can search through your closet by scanning the QR tag.
9.3.2
ADD CLOTHING. The user adds clothing by taking a photo and adding some details. The app generates a QR tag that the user can then print and tie to the clothing.
9.3.3
TRACK WEARS. The user can track wears by scanning the QR tag. He/she can also track wears by manually going through the closet and finding the item.
9.3.4
DIRTY CLOSET, HAMPER, LAUNDRY. The dirty closet contains items that have been worn the desirable number of wears. The user would go to the dirty closet and add select items to the hamper. The laundry function contains all items in the hamper in pre-sorted loads.
END OF 09/09