Neighborly app design comps
Neighborly mobile app

Neighborly aims to promote community development, and the sharing of resource through lending and borrowing household items between neighbors, at a time when the pandemic has brought mutual aid to the mainstream.

Client
Designlab UXA
Individual project
Duration
Nov - Dec 2020
(5 weeks, 20 hrs / wk)
Contribution
UX design, Research, User flows, Visual design, Copywriting, Rapid prototyping, Usability testing
Client
Designlab UXA
Individual project
Duration
Jul - Aug 2020
4 weeks, 20 hrs / wk
Contribution
UX design, research, visual identity, copywriting, prototyping and testing, responsive design

The inspirations

In reading what Jamil Zaki has summarized as 'catastrophe compassion', I was interested in designing something that promoted community development and cooperative behavior. Several things inspired this idea:
PROBLEM
Household items can be expensive and not cost-effective for lots of people, especially items that are only used a few times and left to gather dust.
OBJECTIVE
Design a way for people to get access to home and resource needs through borrowing and lending, and strengthen community engagement and development while doing so.

From competitive analysis, I found that UI and clarity of instructions contribute significantly to ease of use and confidence towards the app

To determine how Neighborly would compete in the market, I researched similar secondhand and rental apps and did a heuristic evaluation of each. I got a sense of the successes and painpoints of each platform, and types of information that is expected.
Neighborly competitive analysis

Understanding the users' need for trust

I got insights from 8 users through a mix of interviews and survey responses, all of whom have experience using at least one of the aforementioned platforms.

To start, I wanted to know which platforms the participants preferred, and what features they valued. Among the 8 participants, the most favorable secondhand app is Facebook Marketplace. Users valued the ability to see other people's social profile, with trustworthiness being the common denominator.
"I like FB Marketplace because I'm more confident in the person if I can see their Facebook profile"

Attitudes on lending and borrowing

While my target audience for this is for young, digitally savvy users who prefer consuming secondhand, there is an obvious difference between shopping / selling vs. borrowing / lending.

Most participants do lend and borrow occasionally (sometimes frequently) - items such as books, games, small specialized kitchen appliance, baby stuff, etc. This allowed me to gauge the kind of items and categories needed for Neighborly.

When proposing to the participants the Neighborly app idea, users showed interest based on two mental models:
Saving money on one-off items with quote from interview participant: "I'm a creative so I do some photography and art work, and I can see myself using this to rent props and equipment for photoshoots"
Earning money mental model, with quote from interview participant: "I'd probably use something like that. It's a good idea for earning passive income"

Defining the audience into persona types

Primary and secondary research revealed that users have different motivations for engaging with an app similar to Neighborly. Using examples of use cases that were mentioned in user interviews, I created different user types, with a focus on supporting the goals of Michael and Aaron.
Neighborly user types, with two user types highlighted: one user who wants to earn a little extra pocket money, and another who wants to rent equipment for work without having to spend too much money.
These scenarios (e.g. needing equipment for creative projects, a desire to know neighbors and engage with them, ability to make passive income) helped give me a clearer picture of who to design the app for and what their motivations are.

With that in mind, I visualized the whole process of listing and renting, categorized into before, during, and after using the app into a spreadsheet, which helped clarify the type of tasks, big and small, that needed design attention.

Mapping the emotional journey and ideating opportunities to address user painpoints

I took the skepticism from my interviews and envisioned essentially a worst case scenario, as well as the aspirational emotional states that I wanted to create through my design. Visualising the emotional journey of using the app, helped illuminate user pain points and the design opportunities to address them.
User journey map of one user type, highlighting moment of distrust and opportunities to add clear insurance policies and help documentation.

Beginning with a vision and sketching possible solutions

I had a visual idea in my head at the beginning of the design state, and as the sole designer for this project, I worked rapidly and jumped straight from sketching wireframes out to creating the prototype in Sketch App. Any features and notes that I needed to refer to, I entered into a spreadsheet to provide myself with a feature roadmap.
Wireframe sketch of home screen
Home
Wireframe sketch of category screen
Category
Wireframe sketch of product listing screen
Product
Wireframe sketch of messaging screen
Message
I wanted to test a working prototype with users as quickly as possible, and focused on two primary user flows: borrowing an item and listing an item, and one secondary flow: helping a neighbor in need. The designs were completed in Sketch, but because of Sketch's limitations with interactive prototyping, I decided to communicate the app's interactions and transitions using Adobe XD.

As soon as all the frames were designed, linked, timed and animated, I tested the app design on 4 users, and asked them to go through all three flows (renter, helper, and lister).

Making a first impression : iterating on the home screen

The first iteration of the home page design gave focus to the community feature, but upon conducting usability testing, participants revealed that renting and borrowing are the key reasons why they would go on the app, not to offer or ask for help.
"People are selfish before they are helpful"
First iteration
Gave focus to the 'mutual aid' feature of the app, which upon testing, was not the users' primary task when going on Neighborly.
Final design
Highlighting the ability to find and rent items from their neighborhood, and pushing the mutual aid feature further down.

A new kind of transaction : iterating on messaging

I instructed the participants to first play the role of someone who wants to rent a pasta machine from Michael. The participants were mostly satisfied with the renting process. They revealed that most of the confusion was in the messaging function to arrange the transaction.

One participant noted that the messaging function made sense because the transaction is not of the traditional buy/sell, and supposedly within their neighborhood, but they were confused by what they could actually write or say upon landing on the messaging page. I therefore iterated the design with pre-written responses, and have the lister start the conversation like the Airbnb model.
Iterating on the messaging screen after user testing. Added pre-written response and notification, and changed the position of the confirmation button to the top to avoid accidental clicks, with enabled and disabled states.

Lending neighbors a helping hand : iterating on the mutual aid feature

The mutual aid feature is a way to highlight community that comes not just from sharing material resources, but also from lending a helping hand.

The feature provides a way to broker interaction between helpers and those in need. I created two versions of the mutual aid help board, one where people publicly comment to offer help, and one where users can directly message the person who created the post.

Upon conducting A/B testing, I found that there was no need to put privacy barriers through DMs. A testing participant noted when seeing the 'message' button that without public accountability, there's little incentive for them to reach out.
Comments
Direct message
Final design*
* See final design below, with interaction and animation of the hero image and feature title.

Guiding the user through a clear listing process :
iterating on pricing options

I took a lot of design inspiration and patterns from Facebook Marketplace's and Airbnb's listing design, and wanted to make sure each step of the process was straightforward.

However, one critical point that confused users was adding different price rates. Based on the layout and lack of instructions, participants were not aware that not all rates - hourly, daily, weekly, and monthly - had to be filled out.
First iteration
Final design
By changing the layout to "Add rate" buttons, the ability to add different rates became decision points, rather than form inputs that users expect to fill.

Final designs

The videos below show the final iOS app designs.

Rent anything

List and earn

Help a neighbor

What's next for Neighborly?

Designing a new app from scratch takes much longer than a month. If I were to continue developing this idea, I would have to do extensive testing, and further the design into a high-fidelity prototype with profile / account pages fleshed out, what the onboarding process would look like, and finding different incentive avenues. I'd expect that once a prototype is created that the app would enter in beta to see what features of the app need improving, whether people will actually use it, and what revenue streams the app can adopt.

Takeaways

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