Lime - Ordering Album App Design

Hien La

UX Designer
Product Designer
UI Designer
Figma

Overview

Lime is a mobile app that helps customer purchase albums of their favorite singers. Lime focuses on quality, fast and convenient services, in which customer can buy their albums in an easy way. They are also offer a competitive pricing, depending on options chosen by the customer.  

Understanding the user

I conducted interviews and created empathy maps to understand the users I am designing for and their needs. The research revealed that a primary user group was young people who is interested in music but feel hard to find a selling album store. 
This user group confirmed initial assumptions about Lime customers, but research also showed that location was not the only factor limiting users from buying albums. Other user problems included time, accessibility, information that make it difficult to purchase albums.
Based on my study on behavioral patterns, I made Juliana (An imaginary character) as my Primary Persona. Juliana is a music lover who needs to buy album in an easy way because she can not find any nearby album stores to purchase.
I made Robert (An imaginary Character) as my Secondary Persona as there are people who are working people with less time to go to the album store to pick up albums by themself.
In user journey map (also known as customer map), I identified the key interactions and touch points that helped me to gain insights into how user experience a product based on their individual motivations and goals.
Mapping Juliana's user journey revealed how helpful it would be for users to have access to the Lime app.

Start the design

A user flow is like a picture that shows all the steps a user follows from when they start using an app to when they finish. It helps us see how users move around the app and what choices they might make, giving us a complete view of the app experience.
Drawing different versions of each app screen on paper before making digital designs helped make sure that the things I put in the designs would be well-suited to address user pain points.
For the home screen, I prioritized a search bar and latest albums suggestion to help users find their favorite albums easier.
As the initial design phase continued, I made sure to base screen designs on feedback and findings from the user research. Accessibility also was a key user need to address in the designs.  
The low-fidelity prototype connected the primary user flow of ordering an album, so the prototype could be used in a usability study with users.
Usability testing is a process of evaluating a product or service by testing it with representative users. The goal is to identify any usability problems, collect qualitative and quantitative data and determine the participant's satisfaction with the product.
In this phase I conducted Monitored Remote Usability Testing & Monitored In-person Usability Testing of the prototype by recruiting 5 potential users. In this exercise, I first asked the participants to explore the platform on their own then gave the users generic tasks so that it would be easy to identify if the app is efficient thereby meeting the expectations of the user & making it comfortable to navigate.

Refining the design

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