tryppy

A Mobile Travel App Case Study

UX Design · User Research · Prototyping
white tryppy logo of a smiling pineapple top in sunglasses on a teal background

Project Specs

Role: UX Designer

Date: May-June 2021

Project Duration: 4 Weeks

Tools Used: Figma, XD, Miro

Team Members: 5

Project Brief

Imagine you've just been hired as a Product Designer for a new travel startup. The startup plans to launch the app once the pandemic ends. The startup's goal is to build a modern-day mobile app that helps people plan their next trip, post-pandemic.

Project Overview

tryppy is a concept for a mobile app, aimed to assist users in helping to plan their next vacation with ease. When a user can't decide on what they'd like to do on their vacation, they can use tryppy's helpful planning feature. By answering a few simple questions, tryppy can curate an itineary specific to the user's wants, needs, or preferences.

The Problem

Travel apps with cluttered design leave the user feeling frustrated and overloaded with information. Trying to sort through all the information makes the actual planning process take up too much time.

The Solution

Create an app that gives people a choice of sorting through information and plan on their own, or they can use the auto-plan feature that generates a custom itinerary curated to their wants and needs.


The Design Process

01- Research
02- Definition & Ideation
03- Prototyping
04- Testing & Iteration
Final iteration of the tryppy Sign In screen.
Final iteration of the tryppy Home screen.
Final iteration of the tryppy Plans screen.

01- Research

User Interviews

My team and I conducted 6 user interviews and distributed a survey to 22 people to understand the user's methods in booking their travel plans.

Some key questions we wanted to answer were: how often did the user go on vacation, how long did they spend researching and planning, and what were some obstacles encountered while planning and booking for their vacation.

Of the survey recipients, 62% traveled for personal reasons, 24% traveled for a mix of personal and business, and 9% traveled for just business.

Mobile phone sitting on a laptop with a picture of a beach scene on both of the screens.

Competitor Analysis

Direct Competitor- Tripadvisor
Screenshot of the Sign In screen for the Tripadvisor app with redline annotations.
Screenshot of the Explore screen for the Tripadvisor app with redline annotations.
Screenshot of the Plans screen for the Tripadvisor app with redline annotations.
Feature Analysis
  1. The user can skip sign in/sign up and browse the app as a guest user.
  2. Easy sign in/sign up with existing social media accounts.
  3. User profile is separate from the rest of the navigation.
  4. Horizontal scroll groups.
  5. Combination of vector illustrations and photographs for imagery.
  6. Sticky bottom navigation tab bar.
  7. Create custom name for upcoming trips.
General Notes
  • Clean app design.
  • Well organized.
  • Clumsy when it comes to searching.
Strengths
  • Free to use.
  • Sharing and collaboration with friends.
  • Write and read reviews within the app.
Weaknesses
  • While you can explore the app as a guest user, many of its features are unavailable until an account is created.
Indirect Competitor-AllTrails
Screenshot of the Explore screen for the AllTrails app with redline annotations.
Screenshot of the Plan screen for the AllTrails app with redline annotations.
Screenshot of the Filter menu screen for the AllTrails app with redline annotations.
Feature Analysis
  1. CTA (Call to Action) for the user to turn on location services.
  2. Sticky bottom nav. Second app to use Explore and Plan as navigation items.
  3. The User has the option of a free account or guest user; free account has many perks.
  4. Minimal nature-inspired theming throughout.
  5. Plenty of filters based on type of activity, accessibility, suitability, route type, etc.
General Notes
  • Minimal, nature-inspired color palette.
  • There is a subscriber option, but not everything is hidden behind a paywall.
  • Great filter system.
Strengths
  • Free account option with some in-app puchases.
  • Filters to see trails that match your wants or needs.
  • Custom maps and the ability to toggle between different maps and map layers.
Weaknesses
  • Can't launch the app without a cellular or wifi connection (according to user reviews).
  • Easiness of trails is subjective and inconsistent.

02- Definition & Ideation

Affinity Diagram

Part of the Affinity Diagram highlighting Wants/Wishes.
Part of the Affinity Diagram highlighting Pain Points.
Part of the Affinity Diagram highlighting Major Factors.
Part of the Affinity Diagram highlighting Search Tools/UX

Ideation & Brainstorming

The I Like pPortion of Ideation and Brainstorming.
The I Wish portion of Ideation and Brainstorming.
The What If portion of Ideation and Brainstorming.

User Flow

User Flow for tryppy

03- Prototyping

User Testing Plan

Objective

The objectives for the user testing plan are: to identify any problems users encounter when making their vacation plans, to identify any problems with the user flow and whether the interface is easy to understand and navigate for the average user.


Target Users

Any adults who semi-regularly make travel plans, whether it be for business or recreation.


Tasks & Scenarios
  • User successfully navigates to the home screen from the Sign In/Sign Up screen.
  • User creates a custom name for their vacation and lists other important information for their planning process.
  • User plans their vacation with tryppy's auto-planning tool.
Mid Fidelity protoype of the tryppy Sign In screen.

Mid-Fidelity Prototype

Key Learnings From User Tests

Users found the app straightforward and easy to understand. They were able to complete the tasks with little to no prompting. Users liked the auto-plan feature of tryppy, though it was pointed out that some of the questions were too specific and not broad enough.

GIF of the trip planning feature for the Mid Fidelity prototype.

04- Testing & Iteration

iOS Mockups

iOS Mockup of the tryppy Sign In screen.
iOS Mockup of the tryppy Explore scren.
iOS Mockup of the My Plans screen.
iOS Mockup of the My Plans screen with a trip itinerary.

iOS Prototype

Based on user feedback from the mid-fidelity prototype, the number of questions in the trip planner was reduced to ten. The questions were changed to be more broad and general when it was commented that they were too specific and wouldn't work with every city. Due to time constraints, this prototype was not as detailed as I would have preferred.

GIF of the High Fidelity protoype of the tryppy Explore screen and trip planning screen.

Final Iteration

For the final iteration of my prototype, I went into more detail on my screens, icons were replaced, the navigation menu was pared down from five nav items to four, and more interaction design was implemented throughout.

GIF of the load screen and Sign In screen of the final iteration for tryppy.
GIF of the Explore screen of the final iteration for tryppy.
GIF of the Plans screen of the final iteration fo tryppy.
GIF of the Wish List screen of the final iteration for tryppy.

Final Thought & Conclusion

When users are asked open-ended questions such as "Where do you want to go, what do you want to do?" then most of the time, the answer will be "I don't know." However, when users are given a choice between a limited number of options and are asked for their preference, they'll be able to make a choice.

Users can still choose to search on their own, but tryppy is there to help when the user is beginning to feel frustrated doing it all on their own. And they can always change whatever tryppy plans out for them. The choice, in the end remains with the user.

GIF of the trip planning feature of the final iteration for tryppy.