Waste management fast and hustle-free

Better plan and supervise your business bins

Musa has a team ready to quickly go through a business waste needs

Musa

This project was developed with Musa, a waste management company looking to better establish their on-site survey operation.
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Victor Ribeiro
Feb 9, 2022
In this project I was responsible for the UX design and research development.
Project Summary
This project was developed with Musa, a waste management company.
Outline


Overview

Problem statement

The operations team wants faster client visits and is often scared of filling information wrong

Either by being rushed in with too many establishments visits scheduled for the day or not having much time to finish a survey, the operations team feel anxious performing their work. A sense of having too much information to fill in and wanting to have the quickest visit possible can be overwhelming.

Proposed solutions

Feature #1

Easily visualize your scheduled visits for the day and get directions from your favorite app

Feature #2

Quickly add each establishments’ room and their current waste solution

Feature #3

Revise and iterate instinctively during and after the visit

Feature #4

Interactions to help guide the user through the app

Feature #5

Ask for live support with only two clicks

Ok, those are the problems and solutions

... but how did we get here?


Understand

Stakeholders and company goals

Create a platform to replace endless spreadsheets
Musa was aiming to optimize their survey process.
There was a clear setback in standardization and speed that forms and spreadsheets were lacking and anxiety from the operations team who fill them out.
Our challenge
Consolidate the mapping process for each client’s room and waste solutions through an app.

Having as a reference the company user interface available in their current website and its branding.

Behavior research

Learning from the operations team

To learn about how the operations team both feel and perform during a survey visit, I looked for insights by observing them in loco, as well as mapping their journey throughout their day.

Insight #1
Observe the operations team in-person

Although ideally usability is based on observation of users in the field at an initial moment, given the situation of the case study, we opted for the use of benchmarks and remote usability tests.

Insight #2
Journey mapping to better identify user needs

Despite considering the input from the operations team essential to support the application, given the situation, remote interviews with 5 users from 25 to 50 years old took place.

In-person study

Learning from the users

Over +16 hours of accompanying survey routines

After gathering quantitative results, I found important to get some qualitative ones. That's when I went after observing their daily routines.

Insight from in-person study
Time management is the main pain point for users

Either by having uninterested peers or not having much time in town, youngsters tend to feel anxious while visiting the gallery.
A sense of possibly wasting their precious vacation time and wanting to have the best possible experience can be overwhelming.

User journey maps

Discover the tools used for this part of the process

After that, user journey maps where created in order to help identify obstacle-free paths for users, highlight pain points, and identify improvement opportunities.

Define

Problem statements and hypothesis statements

User needs and propositions

In this phase, defining unspoken user's pain points and using them to form strong problem statements was a main objective, followed by hypothesis on how to design solutions to those problems.

Value proposition

From findings to features

Having in mind the previously developed research, problem statements and hypothesis statements, a list of all features and benefits came up with for my product was created.  Then I moved on to answering questions such as "what does my product do?" and "why should the user care"

With these answers I was able to identify unique value propositions and filter out the ones that were not actually beneficial to the users.

Sketch

User flow

Competition strengths and weaknesses

In sequence, to anticipate user needs when interacting with your product, user flows were created clearing and simplifying an outline for their app experience.

Information architecture

Organization, hierarchy, and sequence

The IA chart used in order to organize and sort the information that the design presents, so users can successfully experience and interact with the app.

Prototype

Low-fidelity wireframes

From paper to the screen

Crazy Eights was the exploration method used to try and think outside the box and you have to come up with many ideas in a short time frame, without judging them. This meant to quickly develop many options for each frame and being able to nitpick qualities from different propositions.

Styleguide

Extracting from the exiting styleguide

To learn about the lucky individuals tasked with building the culture of their workplace I sent a survey to a targeted set of contacts that were in HR roles. I then took the responses through a card sorting exercise to find common themes amongst the respondents.

High-fidelity wireframes

From paper to the screen

After the UI team updated the mid-fidelity prototype I animated the prototype so that it was a closer reflection of how our users would be interacting with the app.

Validate

Does it actually work?

User testing

I conducted five user testing sessions from the user's perspective as well as frame testing to ensure that the information architecture of the overall app made sense.

Some changes were then made to ensure the best usability for the users.

A/B testing

Refined item selection

Screens with different methods to add containers and environments were tested.

The solution adopted was seen as more intuitive, making it easier to locate containers within environments.

Change #2
better distributed interactions

Users had trouble engaging with some features such as liking artwork guides and being able to remove artwork from their queue.

Final thoughts and frames

And that's a wrap!

In the end, I was extremely proud of the final product I'd created (30+ screens) and how far we'd come in just three weeks.

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