A mobile & web app tackling fast furniture, furniture waste & homeware accessibility.
This project was an individual project where I managed all aspects of the UX and UI process, from research, to sketches, to wireframing, to branding.
Fast furniture is a growing problem globally. According to the EPA, 9 million tons of furniture are tossed away every year in the United States alone. This amounts to more than 5% of all furniture bought in a given year.
Canada doesn’t track the amount of furniture that ends up in landfills, however, the City of Vancouver alone says it gets about 20,000 calls about furniture dumped on city property every year, a number that’s nearly doubled in the last five years. Tony Walker , professor at Dalhousie University’s School for Resource and Environmental Studies, explains well why fast furniture is such an issue.
And as with anything we affix with the word “fast” – fast food, fast fashion and now the term fast furniture – there’s an over-exploitation of resources, precious minerals, metals, forestry products, to make the product. And then you’ve got another issue at the end of life. Most of it just gets thrown out.
Through primary and secondary research, I hoped to better understand furniture purchase habits and furniture discarding habits of renters born from 1990-2005, as well as what barriers they face to accessing affordable and adequate furniture for their living spaces.
Firstly, looking at North America:
Now, looking specifically at Vancouver, Canada:
An online survey was used to gain broad insights from a wide range of individuals related to furniture purchase and selling habits.
In-person interviews were conducted with five participants who all currently rent where they have lived, were born between 1990-2005, and have moved at least once in the past two years.
How might we make it easier for individuals who want to discard their furniture connect with individuals who would gladly take that furniture so that the furniture does not end up in a landfill or get ruined from sitting outside in the elements.
In this experience map, we will explore the steps of our persona, Alex, looking for furniture items on Facebook Marketplace for a unit they have recently moved into. From the research, this seems to be the most common way that the target user group buys and sells their furniture, and interviews show that when moving, they are looking to acquire items fast and cheap.
Millennials and Generation Z make up a significant portion of renters, and a significant portion of these groups also do rent. With the rental market, comes frequent moving, acquiring furniture, and getting rid of furniture. Fast furniture is not aligned with this demographic’s purchase habits, and they would prefer to get more unique pieces that will stand the test of time.
From the perspective of a user seeking furniture the main epic that will be focused on is browsing available items, and the related epics that will happen within this epic such as saving an item and viewing a user’s profile. The action of browsing for items is one of the most important features of the app, because this is how users will be able to know about and to acquire the furniture that is available.
The home screen will be where users land when they first open the app. It will be a feed of items that can be sorted by top items or most recent, and will include a search bar and the option to filter results. Users can like/save items by clicking the heart icon on the post, and can view more about the listing by clicking on it.
The map view will be a great place for users to be able to find out listings that are in a close proximity to them. They can navigate the map with typical actions such as dragging, pinching to zoom in and swiping to zoom out. The bottom of the screen will have the listings seen on the map ordered in distance closest to the users pin, first.
The profile page will look different for a user’s own profile and a user looking at another’s profile in app. Users will be able to upload a profile picture, a cover photo and add a bio. Additionally, they can see how many followers they have, how many they are following, and how many posts they have made. They can view the posts and saved content on this page
The in-app chat will be important for users to be able to contact each other regarding picking up certain available items. There will be a time displayed when a message is delivered and read, and users will also be able to react to messages, similar to other messaging platforms.
The post detail page will look similar to the post detail page on Facebook Marketplace. Users can scroll through the photos the poster has uploaded, see how many others have saved the listing, and message the seller from this page. Additionally, they can read more details about the listing, see the map view, and see related listings.
The saved section of the app will function similarly to the saved section of the Instagram app where users can categorize saved items, but also view all the items they have saved. Users can access this section from the profile page.
The first prototype follows a flow where the persona, Alex Pierra, searches for chairs for her to use in the dining room of her shared home. Alex uses filters to narrow down her search and the “like” option to select which of the results she wants to come back to. She chooses which listing is her favourite, navigates to the detail page for the post, and messages the seller.
Expand the Greyscale Wireframes V1
Expand the Greyscale Wireframes V2
Expand the Greyscale Wireframes V3
For user testing, users were tested on the task flow detailed in previous slides. A total of 10 users were tested for the first round, with half being tested on Maze and the other half being tested in person. Users were asked to go through the prototype as the persona, Alex, and given background detail on her demographic and behavioural attributes.
Insights:
The first round of user testing was ultimately successful as most users were able to navigate the app with ease. However, certain issues such as icon placement, text size, and having buttons to confirm actions impeded and confused some users from completing all tasks.
After updating the wireframes based off the feedback from round one testing, 10 new testers were selected to test the usability of the updated prototype. The same scenario and general test format was used to be able to control for the changing variables within the prototype.
Insights:
After the initial issues with the prototype had been updated from the first round, the second round of testing went much smoother and less people had issues with navigating the task flow. However, there were some issues that came to light such as the size and business of the filter modal, the like feature (as opposed to a save feature) and the icon for opening the filter modal.
geometric, outside, connected, carefree, community, home, fresh, nature, soft, textured, diverse, cool, laughter, foliage, material, abstract, friendly, unpredictable, open, flow, regenerate
I explored geometric patterns and shapes, as well as natural colours
I chose this name for my app because I was inspired by an Instagram account, @stoopingnyc, where the admins document free items found outside on the streets in New York City. The action of looking for free things outside on the streets has acquired the name “Stooping”, thus the name for my app, Stoop.
I chose this icon for my app because it embodies all the brand elements I have created, thus allowing the icon to be easily recognizable to the user when they see it. I want all elements of the branding to tie together, from the app to the website to the icon.
From the perspective of a user seeking furniture the main epic that will be focused on is browsing available items, and the related epics that will happen within this epic such as saving an item and viewing a user’s profile.
Click to Expand the Hi-Fi Prototype
The Stoop web app gives users all the same capabilities as the mobile app, and then some! With a larger viewport, more information is able to be displayed at once, making the interface less cluttered and more organized. The flow displayed on the right is a condensed version of the mobile flow.
The Stoop marketing website homepage was designed to be cohesive with Stoop’s brand, as well as highlight the reasons a user would want to try the app. The desktop version utilizes hover and pressed states on buttons and some cards. The mobile version of Stoop’s marketing website encompasses the same information, but reorganized to be digestable on a mobile viewport. Certain elements were condensed or rearranged to be able to display the same content for a much smaller screen.
View the desktop site on Figma
Through the process of creating a prototyped app from the ground up, I learned about how much work goes into the process of UI and UX design, but also how much I really enjoy it. From sketches, to user stories, to hi-fi design, I was able to work on all aspects of the design process from start to finish.
The next steps would be to user test the hi-fi design, the web app, and the marketing website, and then make a few more updates to the wireframes. Additionally, I would want to design out more screens and features that were not able to be accounted for in this project.