UX/UI Case Study

Dust Bunny

iOS App that develops habits and tracks cleaning tasks with featured gamification.

iPhone displaying home page of the Dust Bunny AppiPhone displaying room categories of the Dust Bunny AppiPhone displaying gamification to roll the Dirty Dice in the Dust Bunny App.
Objective
Creation of an app to schedule, track and remind the user of various chores or tasks.
Timeline
3 Weeks
Team Members
Amy Rogan, Kelcie Matousek, Hadley Reetz, Meredith Burton
My Role
Research, Interviews, Illustrations, Wireframing, Prototyping, Style Guide, User Testing

The Challenge & Approach

How might we develop a program that is habit-building, and makes cleaning more manageable and motivating for our users? We want to first understand a user's current cleaning habits, find pain points to offer solutions to manage and maintain a clean living environment, and offer motivation to complete tasks.

Discover

Proto Personas

We proposed three fitting personas that could be the target audience for Dust Bunny:

Shelby & Eric find it difficult to keep track of all the cleaning and maintenance that needs to occur in their living space. Having an app to keep track and remind users will make staying on top of chores easier,  because a clean house reduces stress and allows people to focus better on work, family, and the other parts of life that are important to them.

Dawn would find value in a task app for reducing mental load and tension in her relationship. Dividing the labor more 50/50 helps to make their marriage feel like a more equitable partnership.

The plan is to let the research guide us to finding our user persona.

Competitive Analysis

iPhone screen of homepage of Habitica app
Habitica
iPhone Screen of homepage of Finch app.
Finch
iPhone screen from Waterminder App
Waterminder
iPhone Screen of room customization on Sweepy App
Sweepy

We wanted to understand the successes and areas of improvement of our direct competition of comparative task apps.

Areas of Focus:
• Gamification features
• Customization process of a user’s space
• Scheduling + organizing tasks
• Use of characters or mascots
• Coaching screens
• Rewards & Celebration haptics

Interview Insights

Our interview plan of 15-20 questions aimed to understand people’s current cleaning practices and tracking habits. We obtained great insight on how much cleanliness effects mood, along with how their habits stem from their past.

Demographics:
• Ages 24-37
• Males + Females
• Living alone + with Partners

“As a kid, I didn’t do much cleaning at all. My mom wanted help but didn’t take time to teach us”

-Jack, 27
Lives with Spouse
“If I walk into a messy apartment, it’s instant anxiety.”

-James, 27
Lives with Partner
“It drains me more if things are dirty and I’m not in a great mental space.”

-Natalia, 24
Lives with Family

Affinity Mapping

Our team collaborated in Figma to organize the interview results from our 6 participants. Finding and organizing similar groupings of answers to reveal common pain points or solutions in habits and behaviors surrounding household chores.

Team working on organizing results from interviews, grouping like items.

User Persona

Considering research and information from interviews, we were able to narrow down a user persona to one: Ms. Sophie Meyers.

Bio on Ms Sophie Meyers.

Pain Points
• Likes a clean space but hates cleaning
• Struggles to keep up with laundry - too much time to wash, dry and fold
• Cat hair is overwhelming, but hates to sweep and mop her floors
• Works full time job and doesn’t have extra time or energy for cleaning

Goals
• Most comfortable in a clean environment
• Avoid last-minute cleaning just before hosting guests
• Feel more organized and put together

Needs/Expectations
• To feel that she can relax in her space
• Needs a clean place to host friends
• Wants a cleaning schedule thats manageable and flexible
• Craves motivation to clean

Motivations
• Wishes she had a set cleaning schedule
• Wants guidance to build a schedule
• Won’t have to cancel on friends with a consistently clean place

User Insight

Sophie Meyers, a time-strapped socialite, needs to work on building better cleaning habits because as a kid she didn’t have to contribute to household cleanliness and now living alone, messes and chores are out of control, and she’s struggling to maintain a clean apartment where she feels comfortable relaxing and hosting.

The Problem

We observed adults are struggling to motivate themselves to maintain a clean home and build consistent cleaning habits within their household.

Definition & Ideation

Value Proposition

Breaking down the benefits and solutions our app will provide our user, Sophie Meyers.

Diagram with products and services, gains, pain relievers for us and the user.

Feature Prioritization Matrix

After our team brainstormed with the “I like, I wish, what if” method, we narrowed down the best features that have the highest impact for users and easiest to execute. This is our guide to begin low fidelity sketches.

Diagram: Sticky notes of ideas that are low complexity to execute and high impact for user.

Story Board

Follow Sophie Myers as she escapes living in squalor. She finds the motivation to stay on top of tasks by using the Dust Bunny app to keep up with chores. In her new clean space, she never cancels on friends to host gatherings at her place and is always prepared for impromptu visits.

Storyboard 1. Sophie is overwhelmed in her messy space.
Sophie looks up from her phone Saturday afternoon and takes in her apartment. It’s a total mess. Her shoes are strewn around the door, her couch is covered in cat hair, and she can’t remember the last time she cleaned her bathroom.
Storyboard 2. Sophie is texting her friend to cancel movie night, due to a messy apartment.
Once again, she has to cancel on her friends because she’ll be embarrassed if they see her mess because she won’t be able to clean her apartment in time.  She feels frustrated that her apartment always seems to get way out of control before she realizes how messy it is.
Storyboard 3. Sophie is venting to sister about her cleaning woes. Her sister suggests Dust Bunny App.
Sophie is so frustrated and venting to her older sister that she cancelled another gathering because of her apartment being dirty. Claire has a solution! App name has helped her get organized and motivated to do chores.
Storyboard 4. Dust Bunny app shows celebration screen for completing tasks and earning points.
Sophie opens the app, beginning to create task lists organized by room. She is already gaining points during setup. Sophie is excited and motivated to clean.
Storyboard 5. Sophie is cleaning and excited to check items off her list in the Dust Bunny App.
Sophie vacuums her apartment floor. Feeling very accomplished, she checks it off her list. Her phone buzzes and confetti goes off on the screen, instantly rewarding her for completing a task.
Storyboard 6. Sophie hanging out with a friend in a clean space.
Three weeks later, Sarah is proud of her 16-day cleaning streak. Her apartment has never been cleaner. She is motivated to keep earning points and maintain her streak! Sophie finally enjoys a movie night with friends.

User Flows

We mapped two processes to anticipate a user’s journey from entry point to completion of two tasks: onboarding and a gamification feature. Dirty Dice is an interactive game that provides the user a fun way to receive a task. These blueprints give us an intuitive plan that is used to begin prototyping.

A legend for the symbols used in the User Flows

Onboarding Flow

User Flow blueprinting the onboarding process

Gamification Flow - Playing "Dirty Dice"

User Flow of the process of rolling the Dirty Dice.

Develop

Low-Fidelity Wireframes

Taking into account our user flows and focusing on feature prioritization matrix items, our team worked on quick sketches to develop our app screens.

We sketched individually, then collaborated and discussed the best solutions. It helped visually organize the information and see the big picture of features.

hand drawn wireframe for home screen of dust bunny app.
Home Screen
hand drawn wireframe for home screen of dust bunny app with cleaner bunny.
Home Screen Progress
hand drawn wireframe for screen 
 of badges on dust bunny app.
Badge Screen
handdrawn wireframe showing a rooms tab option
Tasks Screen
handdrawn wireframe showing tabs on the rooms screen.
Room Screen
hand drawn wireframe showing a modal asking how motivated you are.
Introduction Modal
hand drawn wireframe, illustrated by Hadley showing a celebration screen
Level Up Screen
Wireframe by Hadley
handdrawn wireframe by Kelcie showing home screen with room cards.
Home Screen
Wireframe by Kelcie
hand drawn wireframe by Meredith showing a celebration screen
Celebration Screen
Wireframe by Meredith

Mid-Fidelity Prototype

Using wireframe sketches as a foundation, we started building prototypes for user testing.

iphone homescreen for dust bunny app
Home Screen
iphone screen showing room tabs
Room Sheets
iphone screen of dirty dice game
Dirty Dice Title Screen
iphone screen showing add room form
Add Room Form

User Testing - Round 1

Using our mid-fi prototype, we began testing to better understand how the user navigated our app. We conducted tests with 6 people, instructing them to perform 3 tasks.

User Tasks

1. Create and customize a room.
2. Locate and view your badges in your trophy case.
3. Navigate from the main menu to play Dirty Dice.

1. Results: Adding Rooms

Users did not easily comprehend the form for adding rooms, many were unsure if they added a task successfully.

We need to provide better visual cues of which items were being added. We also need to further develop the “add Task” feature, because users wanted the ability to add a custom task.

Additional comments were that they did not interpret the progress bar on the room card on the home screen, they thought it was indicating something loading.

Animation showing sequence of adding a room.

2. Results: Finding Badges

All users had a 100% success rate of finding their badges and trophy case.

We did receive feedback that they would like to know how to earn future badges of the ones that were greyed out. We will ellaborate on those in the high fidelity prototype.

gif of home screen navigating to badges screen.

3. Results: Navigation

Users did not quickly realize that the play button would expand to reveal more options. Even for the successful 75% of users that found the Dirty Dice game, they only realized it expanded after exploring for a while.

Our plan is to iterate by implementing a traditional and more robust navigation bar.

Screen showing how the navigation expands to show 3 more icons when it is pressed.

Positive Feedback

• Users enjoyed the interactions & user delights
• Users complimented and understood the bunny illustration, which prompted the name "Dust Bunny" for our app.
• Users had fun playing Dirty Dice and thought it was a clever name. They wanted to keep rolling again!

Home screen showing what happens when you mark off a task. Confetti explodes and marks off the task.

Deliver

UI Style Guide

Spring cleaning + gaming = motivating environment

We chose popular cleaning items that are bright and energetic as the inspiration for Dust Bunny’s color palette. We have soft, rounded edges for the font and graphic elements, that create a playful gaming feel.

I illustrated the bunny, that we introduced in Mid-Fi Prototypes. Users understood and liked the "dust bunny" reference which motivated the name for our app.

Bright yellow cleaning glovesDowny Unstoppables containing teal pelletsBottle of blue Dawn dish soapOrange bottle of tide detergent
Full style guide of Dust Bunny's app elements

High-Fidelity Prototype

Taking feedback from the first round of user testing and applying our styling, we moved to a hi-fi prototype.

Hi-Fidelity homescreen for dust bunny
Home Screen
Hi-Fidelity showing how rooms are organized with tasks.
Room Sheets
Screenshot Hi-Fidelity of Badges and Trophy Case
Badges
Hi-Fidelity Dirty Dice screen
Dirty Dice Game
Explore Hi-Fi Prototype

Splash Screen

splash screen animation when app is opened.

I wanted to create an inviting and fun splash screen to grab the attention for our users. There may be a lot happening but I still kept it short to about 5 seconds.

It was also a great opportunity to introduce the dust bunny mascot. This helps explain the name with the relationship to cleaning.

User Testing - Round 2

Using the Hi-Fidelity Prototype, we conducted a second round of user tests. We tested 6 people again, instructing them to perform the some of the same tasks with minor edits or additions.

User Tasks

1. Create and customize a room.
2. After locating badges, see how you can earn future badges.
3. Navigate from the main menu to play Dirty Dice.
4. You feel like cleaning, use the app to find a task.

1. Results: Adding Rooms

On the second round of testing the adding a room task, there was much improvement and comprehension.

We edited the verbiage to be more descriptive for each of the tasks. We also added color to the form when the user selected a certain task. This help the user confirm what item they were needing to adjust.

Not only was there a 100% success rate, you could see the confidence and quickness the user improved while performing this task.

Adding room sequence

2. Results: Finding Badges

Finding Badges and the trophy case was very successful first time around, but we found users wanted to click and learn how to earn future badges.

Now if you click on a greyed out icon, you can learn what the badge is and how to earn it.

Users seemed pleased with this addition.

Sequence of viewing badges and seeing how to earn more badges.

3. Results: Navigation

Adding a traditional bottom Nav Bar on the home screen vastly improved the success rate of users finding the Dirty Dice game.

We also added a roll again option, which our users enjoyed.

Upon completing the task, users are able to see that the item is checked off their list and feel accomplished.

Sequence of playing dirty dice.

4. Results: Task Lists

Users liked seeing "Quick Tasks" section on the home page for convenience. Most did click on Tasks in the Nav Bar to view more. They were pleased to see that you can search for tasks: easy, hard or alphabetically.

Various rooms have the same tasks, so we added a small icon that is color coded to the room sheet with a label: LR for Living Room or SR for Sophie's Room.

Sequence viewing task lists.

Evolve

Next Steps:

Invite Friends and Family

When we started this project, we felt there was a strong need for sharing tasks and dividing chores amongst partners or roommates. Our research took us down a path to focus on individuals organizing their chores, but we would have loved to take it further where you can add people and divide chores. Even a task, like feeding a pet, would be nice to keep track of and ping the household members that it has been completed.

Competition

In addition to adding friends and family, it would be motivating to compete against them. Earning points and climbing leaderboards would help the user want to do tasks and keep a routine going, while earning bragging rights.

Learn Cleaning Tricks

During interviews, we learned that peoples' upbringing was a huge factor in their cleanliness. Not everyone learned best practices or routines from their family. It would be beneficial to have coaching videos to teach our user the best way to tackle chores.

Get Rewarded

Wouldn't it be great to trade in points for coupons on cleaning supplies? Saving money would be a huge motivation for people to want to clean.

Amy's handwriting saying "Thank you!"

I hope you enjoyed reading this case study as much as I loved working on it.

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