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date. 2020 Jul-Aug

my roll. UX/UI designer

No matter where you are... 
there's a quest waiting for you!

Project Overview

Overview

The Problem:

We observed that users are stressing to maintain social distance which causes loneliness because talking online is not as fulfilling as in-person communication.

The Solution:

HuliTuli is a scavenger hunt app that allows friends to passively interact by sharing quests while encouraging physical activity as a way to relieve stress.

Our Team: 

Asha Kumar, Kyla Beals, Shannon Lee

User experience researchers, User interface designers

Tool Used: 

Adobe XD, Miro, Google drive, Slack, Trello

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What we do

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User Research
Image by Mike Benna
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01

User Research

Proto Persona

As we started this process our original idea focused on creating a solution for managing mental health during the current pandemic, we decided to reframe that as managing stress and anxiety to make it feel less intrusive.

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Research Plan

▪ Hypothesis
That individuals in multi-person households are finding it increasingly difficult to manage personal stress and the stresses of their household members due to pandemic isolation.

▪ Methodology
We will be conducting a series of qualitative 30-min interviews face-to-face using 1 interviewer, 1 research observer, and 1 interviewee. We will also be seeking quantitative feedback through the use of a Google forms survey.

▪ Participants
We are looking for participants aged 28-45 who are currently practicing isolation with their families. The participant ideally will have children or dependents of school age.

 

Interviewee background information

Jedonia C
40 years old, Female, Married, 4 Teenage Children, Teacher

Lori L 
55 years old, Female, Divorced, 2 Teenage Children, Social Work Advocate

Jungho Y
36 years old, Male, Married, 2 Young Children , Film Director

Sofia Y
30 years old, Female, Married, 2 Young Children , Artist

Jonathan 
36 years old, Male, Married, No Children, 1 Dog, Graphic Designer

Interview Highlights

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Survey Data Highlight

Affinity Diagram

As we created our affinity diagram we found that our survey validates what we learned during our interviews, and that is that during the pandemic people are exercising and playing games (be it video games or board games) more. Also many people are seeking out alternative ways of socializing. We found that socializing during the pandemic has become challenging as socializing online and via video are not as fulfilling. 

User Persona

With all the information we collected from research we came up with the user persona of Alexis Lewis. During the pandemic, Alex is intentional about getting outdoors to exercise and making time to talk to family and friends outside of her immediate household. 

User Insights

Insight 1
During [user interviews], we discovered that [users play games with her family to distract from stressors in their environment].

Insight 2
During [user surveys], we discovered that [68% of those surveyed try to spend time with their families and friends during the pandemic].

Insight 3
During [user surveys], we discovered that [around 60% of people exercise or take walks with their family to manage stress].

Problem Statement

We observed that users are stressing to maintain social distance, which causes loneliness because talking online is not as fulfilling as in-person communication.

Ideation
Searching for Easter Eggs
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02

Definiation

           & Ideation

Ideation: I like, I wish, and What if

We like being able to do something with family in real-time. We wish the scavenger hunts could be safe allowing for distancing and touch-less fun and the app would give tactical feedback.

Feature Prioritization Matrix

HuliTuli Minimum Viable Product

Our main features play Scavenger Hunt like Quests, earn points, create your own quests to share with friends, provide templates of challenges, so users can get creative and make the fun of the quest and unique.

Features
▪ Complete Scavenger Hunt like Quests
▪ Earn points for completing Quests
▪ Create your own Quests to share with friends
▪ Preset templates of challenges make Quest creation easy
▪ Users can get creative and make fun of the quest and unique 

 

Value Proposition

HuliTuli is a scavenger hunt app to help anyone feeling isolated or in need of a challenge.  

HuliTuli is different because you can connect with friends in a fun new way while boosting endorphins with physical activity.

Our closed-loop safety features and in-app quest creation make us unique and gives users peace of mind.

User Storyboard

Our storyboard is about Alexis and her kids. She is looking for a way to engage with her kids in a safe social activity.  One day, her neighborhood friend invites Alexis to play her quest on Hulituli. Alexis and her kids find clues and play outdoor challenges for complete quest. They enjoy the activities and feel accomplishment at completing the challenge.

User Journey Map

Competitive Analysis : Direct Competitors 

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▪ Strengths: Only friends can see your challenges, friends can see and “like” each others challenge submissions.
▪ Weaknesses: Mission creation is only for the desktop version, and expensive multi-team upgrade.
▪ Opportunities: In-app based mission creation, and private modes.
▪ Threats: Desktop version, time limit, and ability to add photos from completed tasks. Ability to play challenges without an account.

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▪ Strengths: Large variety of “bounds” and in-app user ratings for missions. 
▪ Weaknesses: German based app has many language errors for English users.
▪ Opportunities: In-app based mission creation, and private modes.
▪ Threats: Create secret “bounds” with codes to “unlock”

Competitive Analysis : Indirect Competitors 

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▪ Strengths: Collect physical items, play anywhere, offline mode for “premium”, and earn geocaching types.
▪ Weaknesses: Privacy and safety may be a concern as there is no way to tell who set up the hides.
▪ Opportunities: Set up private geocaches, set up event specific geocaches.
▪ Threats: Ability to see any geocaches in your area, widespread use and popularity, and physical items.

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▪ Strengths: Good video quality, 7 game options, and a robust list of features.
▪ Weaknesses: UI is very cluttered and difficult to know what is happening. 
▪ Opportunities: All games are stationary, there could be games offered to encourage movement.
▪ Threats: Unique game options and seamless video integration. Wide range of established users.

Task Flows

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User Flows : Onboarding

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User Flows: Completing Quest

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User Flows: Creating Quest

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Prototyping
Egg Decoration
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03

Prototyping

               & Testing

Lo-fi Wireframe

Using Miro’s wireframe feature we mocked up our user flows into a 70 screen prototype that was then made clickable using Invision.

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Lo-fi Prototype Testing Plan

Goal
The intent of this A/B test is to see if the quest creation sequence is intuitive and ordered well enough for the user to understand without the need for a tutorial.

Prototype A (Click to open invision prototype)
This prototype had an additional set of tutorial screens that lead the user through the “create a quest” portion of the prototype.

Prototype B (Click to open invision prototype)
This prototype did not include any tutorial steps during the “create a quest” sequence. 

 

Scenario 1:
You have downloaded the HuliTuli app for the first time and need to create an account with an email address. Allow the app access to some of your phone's settings. Please stop once you have reached the “Your Quests” page.

Scenario 2:
Your friend Aparna invited you to her “Neighborhood Quest”. Start the quest and complete all the challenges. Use the hint button for the “Find a daisy” challenge. The task is complete when you get to the page that says “You’re Done”.

Scenario 3:
You want to create a new quest for your neighborhood friends. Make a “Park” quest. Fill-in challenges using the template, Add the close date, level of difficulty, and who can see it. Send it to Asha K, Kyla B, and Shannon L. The task is complete when you get to the page that says “Congratulations”.

Scenario 4:
You want to see how your rank, relative to your friends on the leaderboard. Find the leaderboard in your profile and let me know what Shannon's rank is.

 

Lo-fi Prototype Testing Results

Overall Success Rates (11 Tests)
Scenario 1: 70.45%        Scenario 2: 96.97%
Scenario 3: 93.2%        Scenario 4: 100%

Test A: 
The difference between the two tests can be seen in scenario 3. Test A had a 93.75% success average for the 3rd scenario. 

Test B:
The difference between the two tests can be seen in scenario 3. Test B had a 92.5% success average for the 3rd scenario.

Conclusion:
We have determined that the difference between the two tests is quantitatively negligible. However, based on qualitative feedback users liked the tutorial or commented that there was one.

We have chosen to include the tutorial in our mid-fi prototype.  

Testing Feedback Affinity Diagram

We sorted our test feedback based on the sequence of the scenarios and categorized based on the type of feedback, positive, neutral, or negative. 

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Testing Feedback Feature Prioritization Matrix

Based on our feedback diagram we took all constructive feedback into the priority matrix. We gave additional weight to issues that had the lowest success rates with the testing results.   

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Mid-fi Prototype

HuliTuli MVP
▪Formatted for iOS
▪Participate in Quests made by friends and earn points
▪Create Quests using preset templates
▪Manage Friends List
▪View Leaderboard

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Outcome
Easter Egg Hunt
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04

Outcome

Future Opportunities

▪ Create a team to play the quest
▪ Chat with friends while you are doing a challenge
▪ Friends can send encouragement
▪ Play online or offline
▪ Custom quest creation
▪ Turning old quests into new templates
▪ Making templates public (location details removed)
▪ Digital surprises (photos, gift cards,and gifs)  can be discovered in addition to points or rewards

Thank you!

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My Works

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