User Experience Design - Emerging Technology
UX Researcher & Designer
4 Months
Electric vehicles (EVs) technology has developed rapidly over the past decade, and its adoption has grown dramatically in recent years. Environmental concerns such as air pollution and carbon dioxide emissions are continually worsening across the world because of the rapid and sustained growth of vehicle energy consumption. Electric vehicles are considered to be one of the most efficient alternatives to solve a serious of environmental and energy issues; however, we found out that the majority of today’s online vehicle selling platforms and mobile applications only offer limited opportunities for consumers to access and purchase EVs. Therefore, as a passionate electric vehicle fan, I believe that it is necessary to create a useful and accessible mobile application that helps consumers to access information about EVs and encourages them to purchase EVs.
This project aims to help users purchase electric vehicles (EVs) more conveniently by providing reliable EVs buying customer service and practical application that allows consumers to explore more about existing EVs models and brands. The application not only serves as a platform for buying EVs but also an online community where users can access useful EVs information and gain a better understanding of both the technology and innovation of EVs.
For the survey study, we collected thirty responses throughout the survey study session. All of the survey questions were created and published on Qualtrics online surveys platform. Participants in this survey study were recruited online via share link and invitation. The purpose of conducting a survey study is to gain an understanding of people’s opinions toward EVs, their EV purchase intention, and the ways they access EVs information.
• 60% of the participants would collect EVs information from social media and online news
articles.
• Limited cruising range and EVs buying choices are the two primary factors that prevent
participants from buying EVs.
• Better EVs battery, EV cost, and convenience of recharging are the top three factors that
motivate participant to purchase EVs.
• 79% of the participants intend to purchase a new EV in the next two years but 33% of them
need to have convincing arguments.
The MOSCOW technique was implemented in this project to prioritize and manage all the features. All features were grouped into four categories: must have, should have, could have, and won’t have.
Creating a user persona requires adequate user research and analysis. Rather than presenting a complete persona, we developed proto personas that help us identify users’ needs and determine how to meet those needs quickly.
The creation of a customer journey map is an essential method that allows UX researchers to see how customers interact with the product and gain a better understanding of the users' needs and expectations from a brand or product. UX researchers would feel more confident in offering a better experience that meets consumers' expectations if all of the weaknesses of the present product were addressed.
Empathy maps were constructed for both proto personas to understand the consumers' needs better. Empathy maps allow UX designers to gain a better understanding of how customers make crucial decisions by giving them a deeper look at what they truly think and feel about the product. Furthermore, constructing empathy maps is an ideal way for UX designers to "take a look into the brain" of users since it directly shows their behaviors and attitudes.
The primary deliverable of this project is the high-fidelity prototype created on Figma platform.
When users enter the app for the first time, they can choose to sign in or sign up. Old users can log in directly with their existing accounts or via personal accounts like Apple, Facebook, and google. As new users, they can choose to create a new account or log in with personal accounts.
After users successfully log in to their account, onboarding screens will be shown to provide brief introductions about the app features and demonstrate what it does for EV consumers. New users who use the app for the first time are encouraged to go through all the pages since it helps them to understand the overall experience.
The home page contains following features:
1. Location button: users can change their location to access different EVs information in different areas and regions.
2. Notification: users can view reminders and notification about their bookings and important messages.
3. Filter: help users to search and find their favorite or interested EVs easily.
4. Brands: where users can access and view all provided EVs brands.
5. EVs model: users can click to view more details about the model.
1. All brands: users can access to all the EVs brands.
2. Main brand pages: provides brand introduction and available models.
3. Model main page: information about model performance, figuration, and image gallery.
1. Semi-immersive VR feature where users can view EVs’ interiors by dragging left or right to view different angles and tap interactive buttons to switch and view different perspectives.
2. 360-degree car viewer that enables users to look different angles of the model’s exterior by interacting with the provided control bar.
1. For You: users from this page can access EVs advertisements, promotions, and useful
articles that shared by either popular EVs brands or online EVs owners.
2. Following: users are able to interact with their following brands and users.
3. Chat: primary chatting feature where users can communicate directly with local dealers, friends, and other EVs owners.
Profile page: where users can edit profile information, access bookings info, saved and history, mange vehicle status, and book EVs services.
EV Charging station finder: Location-based feature (GPS) which enables users to search and find nearest charging stations. Users can visit and book all nearby charging facilities conveniently.
Usability testing was implemented in this project to evaluate the high-fidelity prototypes and collect feedback for design recommendations.
Five participants were involved in the usability test session, which is an appropriate and ideal sample size. All of the participants were recruited via social media and in person, and they all consented to participate in an online recording session and were informed that their personal information would be kept anonymous.
Our participants were selected by several characteristics:
• More than one year driving experience.
• Interested in EVs.
• Have knowledge about vehicle brands and models.
• Ability to communicate in English.
During the testing session, participants were required to complete 7 tasks with unique scenarios and instructions. We encouraged participants to think aloud and provide constant feedback while using with the prototypes.
There are three primary metrics that used to evaluate the usability:
• Effectiveness: task success rate – the completeness and accuracy of completing one task.
• Efficiency: number of errors, number of assists, and total completion time.
• Satisfaction: the acceptability result from SUS questionnaire.
60% of the participants completed all tasks successfully without causing any major errors. 2 out of 5 participants required assistance and made significant errors while completing some of the tasks. 5 out of 5 participants mentioned that they have obtained great experience from our product and will recommend it to their friends or others. More importantly, 80% of them stated “they will purchase an EV in the future” after using our mobile application.
The average SUS score of the usability test session is 91.06 (Grade A), which identifies as “Excellent” and “Acceptable” scores. The highest score is 97.5, and the lowest is 82.5.
In the future, it is critical to first test the app on a wide number of users in order to collect enough valid feedback, test our remaining hypothesis, and improve the app's usability. Also, analyzing all the discovered usability issues and optimizing existing features to provide a better EVs purchase experience.
The following steps will be done in future work to attract more potential users and provide better experiences:
• Test and validate remaining hypothesis with further iterations.
• Enhance and optimize existing features.
• Create and add more necessary features to achieve further business assumptions.
Ultimately, launch and release the product to the market.
In conclusion, 67% (2 out of 3) of the hypothesis statements in this project have been proven correct based on the results of the usability test sessions. It is undeniable that both the use of the Lean UX approach and the implementation of emerging technologies played a significant role in the success of the product design. Also, the Minimum viable product (high-fidelity) clearly demonstrated that the project aim was achieved, and it provided users with an excellent user experience with an average of 91.06 SUS score. In order to further validate the remaining hypothesis and develop the initial product, more detailed research and learning need to be incorporated into the later iterations and design process.