Case study: Airline booking app
Timeline: 6 Months
Tools: Survey Monkey, Pen/Paper, Miro, Adobe XD
Role: Researcher, UX Designer, UI Designer
This case study was produced while studying
for a Professional Diploma at the UX Design Institute.
Case study: Airline booking app
Timeline: 6 Months
Tools: Survey Monkey, Pen/Paper, Miro, Adobe XD
Role: Researcher, UX Designer, UI Designer
This case study was produced while studying
for a Professional Diploma at the UX Design Institute.
Case study: Airline booking app
Timeline: 6 Months
Tools: Survey Monkey, Pen/Paper, Miro, Adobe XD
Role: Researcher, UX Designer, UI Designer
This case study was produced while studying
for a Professional Diploma at the UX Design Institute.
Case study: Airline booking app
Timeline: 6 Months
Tools: Survey Monkey, Pen/Paper, Miro, Adobe XD
Role: Researcher, UX Designer, UI Designer
This case study was produced while studying
for a Professional Diploma at the UX Design Institute.
Summary
The case study allowed me to participate in a range of UX tasks while building confidence, skill and understanding as a designer.
Since completing the case study I graduated with a Professional Diploma from the UX Design Institute.
In my current role as a UX Design Consultant this case study now seems somewhat dated but speaks to the fundamentals learned while studying. Due to the sensitivity of the public sector work I have worked on I am unable to preview this on my portfolio.
Summary
The case study allowed me to participate in a range of UX tasks while building confidence, skill and understanding as a designer.
Since completing the case study I graduated with a Professional Diploma from the UX Design Institute.
In my current role as a UX Design Consultant this case study now seems somewhat dated but speaks to the fundamentals learned while studying. Due to the sensitivity of the public sector work I have worked on I am unable to preview this on my portfolio.
The travel app market is highly saturated. Customers are spoilt for choice when it comes to booking directly with an airline or through one of the many aggregators operating in this space.
The problem is that there is a lot of bad design in this sector, stalling users from achieving their goals. The volume of competition presented an opportunity to discover and explore many potential solutions and how existing operators approach mobile apps.
The travel app market is highly saturated. Customers are spoilt for choice when it comes to booking directly with an airline or through one of the many aggregators operating in this space.
The problem is that there is a lot of bad design in this sector, stalling users from achieving their goals. The volume of competition presented an opportunity to discover and explore many potential solutions and how existing operators approach mobile apps.
Research
01
Competitive benchmarking
Competitive benchmarking
To gain an understanding of existing conventions, trends and design patterns I evaluated a number of existing products.
Three well established airlines and one aggregator were reviewed as part of this process. The below is a sample from the full document.
02
Online survey
To learn more about the goals of the intended audience I ran a survey attempting to find out:
1) What users are trying to do.
2) What, if anything is, prevents them from doing it.
3) Other features that could benefit the experience.
This mix of qualitative and quantitative data would be significant in informing design decisions in later stages of development.
To learn more about the goals of the intended audience I ran a survey to find out:
1) What users are trying to do.
2) What, if anything is, prevents them from doing it.
3) Other features that could benefit the experience.
This mix of qualitative and quantitative data would be significant in informing design decisions in later stages of development.
03
Note taking
I observed two user interviews and usability sessions ran by an experienced practitioner while taking notes. Later I formatted these into a document that could be leveraged for future use.
The addition of timestamps and corresponding colours allows for the document to be skimmed more easily during referencing.
I observed two user interviews and usability sessions ran by an experienced practitioner while taking notes. Later I formatted these into a document that could be leveraged for future use.
The addition of timestamps and corresponding colours allows for the document to be skimmed more easily during referencing.
04
Usability testing
By facilitating a usability test I was able to hear directly from a user - providing the most valuable insights I could gather ahead of moving into a conceptual stage of development.
Two airline apps were tested for comparison. I was able to find out more directly from the target user about their goals, behaviours and expectations.
By facilitating a usability test I was able to hear directly from a user - providing the most valuable insights I could gather ahead of moving into a conceptual stage of development.
Two airline apps were tested for comparison. I was able to find out more directly from the target user about their goals, behaviours and expectations.
With research collected it was time to see what information could be pulled out in analysis to move forward.
With research collected it was time to see what information could be pulled out in analysis to move forward.
Analysis
05
Affinity Diagram
I worked with another designer who has ten years of experience in the UX/Product Design field to organise and analyse the findings. We started by reviewing all of the information collected and created short summary insights.
We then organised the findings into categories that shared similar themes or appeared to be related.
A colour was then assigned to each group.
After, we assigned individual findings into the customer journey stages they would correspond with.
I worked with another designer who has ten years of experience in the UX/Product Design field to organise and analyse the findings. We started by reviewing all of the information collected and created short summary insights.
We then organised the findings into categories that shared similar themes or appeared to be related.
A colour was then assigned to each group.
After, we assigned individual findings into the customer journey stages they would correspond with.
06
Customer journey map
The map defines the high-level steps involved in the journey that tie in with groupings from the affinity diagram above. This adds further structure to the data collected.
The same categories from the note taking and usability sections are used to define considerations at each stage.
The map defines the high-level steps involved in the journey that tie in with groupings from the affinity diagram above. This adds further structure to the data collected.
The same categories from the note taking and usability sections are used to define considerations at each stage.
With findings now analysed it was time to start designing.
With findings now analysed it was
time to start designing.
Design
07
User flow diagram
Sketching out a primary flow by hand before translating into digital allowed me to design a 'happy path' reflective of the screens and interactions that a typical user would be expected to move through.
It felt important to account for sort and filter options during this exercise as findings from research indicated that users have different priorities when making selections. Planning for these extra options removes a barrier to access and benefits all users.
Sketching out a primary flow by hand before translating into digital allowed me to design a 'happy path' reflective of the screens and interactions that a typical user would be expected to move through.
It felt important to account for sort and filter options during this exercise as findings from research indicated that users have different priorities when making selections. Planning for these extra options removes a barrier to access and benefits all users.
08
Interaction design sketches
My sketching leaves much to be desired, as does my hand writing.. but as I started to sketch out initial ideas for screens I had the opportunity to clean them up and get a sense of what interaction may look like.
After visualising the necessary components of each screen and how they would function I was in a good place to start replicating these digitally, as opposed to potentially wasting a lot of time dragging, dropping, nudging, resizing and all that other fun stuff.
My sketching leaves much to be desired, as does my hand writing.. but as I started to sketch out initial ideas for screens I had the opportunity to clean them up and get a sense of what interaction may look like.
After visualising the necessary components of each screen and how they would function I was in a good place to start replicating these digitally, as opposed to potentially wasting a lot of time dragging, dropping, nudging, resizing and all that other fun stuff.
Once the sketches were complete I used Adobe XD to produced a mid-fidelity prototype that could be tested on mobile.
Prototype
09
Mid fidelity clickthrough
Mid fidelity clickthrough
Mid fidelity clickthrough
The flow present in this prototype follows a set of determined interactions. Clicking anywhere on the prototype will show interactive elements to advance.
With the prototype functional the next step would be to validate functionality with usability test sessions while observing the outcomes. It is expected that opportunities for improvement will be presented during this stage which will lead to iterations and more testing for the product to be optimised.
Once the product allows users to achieve their intended goals and the success criteria has been met we'd move on to Wireframing.
The flow present in this prototype follows a set of determined interactions. Clicking anywhere on the prototype will show interactive elements to advance.
With the prototype functional the next step would be to validate functionality with usability test sessions while observing the outcomes. It is expected that opportunities for improvement will be presented during this stage which will lead to iterations and more testing for the product to be optimised.
Once the product allows users to achieve their intended goals and the success criteria has been met we'd move on to Wireframing.
10
Wireframes
The wireframes detail the various aspects of the onscreen components, interaction behaviour and state information.
Here I recognise the importance of providing all the necessary details to avoid ambiguity on the part of developers.
The wireframes detail the various aspects of the onscreen components, interaction behaviour and state information.
Here I recognise the importance of providing all the necessary details to avoid ambiguity on the part of developers.