Understanding the user flow comes down to understanding the heuristics.

Role.

UX Designer, UX Researcher.

Project Type.

Existing app evaluation.

Timeline.

1 week.

Tools.

Figma, InVision.

Introduction.

AllTrails mobile app is a product to help people navigate the outdoors better.

With features ranging from planning and navigating, while including activities spanning bird watching and hiking - AllTrails is a database of knowledge for the recreational user.

 
 
 

Focus.

With the huge increase of people going to the trails, we want to ensure the AllTrails mobile app offers the best functionality for everyone.

That starts with the user’s overall experience while using the app and working to mitigate any confusion that may lead them down the wrong path.

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What are heuristics?

A heuristic evaluation is a way to measure and grade the ability for a user to functionally complete a task. Think of it as a site/app analysis for usability.

For our project, we performed a full heuristic evaluation for the AllTrails app and found problems in the select usability fields below. We chose to focus on these core concerns because they are issues with the largest impact.

 

Usability fields.

  • Match between system and the real world design.

  • User control and freedom.

  • Consistency and standards

  • Aesthetic and minimalist design.

  • Error prevention.

  • Recognition rather than recall.



 

User journey.

In order to assess the usability we came up with a simple task for each member to complete. This allowed us to use and fix any concerns in all the key screens below.

Task : Find a hiking route for a group of friends. It should be within 45 minutes of central London, no more than 3 hours in length, suitable for various fitness levels and end near a pub.

 
 

Priorities.

With limited time we needed a way to decide which issues to focus on and redesign. This was accomplished by using a prioritization matrix.

We chose the items that had the highest impact, with the lowest amount of effort to make changes.

 

Aesthetic and minimalist design.

Interfaces should not contain information which is irrelevant or rarely needed. Every extra unit of information in an interface competes with the relevant units of information and diminishes their relative visibility.

 
 
 
 

Consistency and standards.

Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform and industry conventions.

 
 
 
 

Error prevention.

Good error messages are important, but the best designs carefully prevent problems from occurring in the first place. Either eliminate error-prone conditions, or check for them and present users with a confirmation option before they commit to the action.

 
 
 
 

Recognition rather than recall.

Minimize the user's memory load by making elements, actions, and options visible. The user should not have to remember information from one part of the interface to another. Information required to use the design (e.g. field labels or menu items) should be visible or easily retrievable when needed.

 
 
 
 

In the end I found that our redesign helped users reach their goal easier and with less confusion.

By firstly understanding heuristics, and secondly, putting them into practice we were able to achieve a more seamless and effective experience for our user. Reducing confusion by looking at how users interact and preventing error we grasped what needed to be changed and how to accomplish it.

Next steps :

  • Test the redesign

  • Refine our designs based off of feedback

  • Continue to look for ways to improve the user experience based off of further evaluation.