Natura Connecting with Nature Platform

Natura is a cross-platform-designed tool (native app and responsive website) that helps urban residents more easily connect with nature.

Overview

The Problem

Urban residents have limited options to enjoy uncrowded, outdoor spaces. They live busy lives with most activities are centered around events in the city.

The Goal

Design a tool that can help urban residents learn about the benefits of connecting with nature, ways to do it, and how it contributes to community and social good.

My Role

UX designer designing the app and website from conception to delivery.

Responsibilities

Planning, scheduling, conducting interviews, paper and digital wireframing, low and high-fidelity prototyping, conducting usability studies, accounting for accessibility, and iterating on designs.

Quick Links

Understanding the User

User Research

Summary

5 users were interviewed through a series of questions aimed at understanding when, where, and how they would seek information about connecting with nature. Also of interest was how they feel about using technology tools as a part of that experience. I had assumed most users would prefer to leave devices aside while being in nature, though learned that users preferences varied.

In general, users would be very open to using a an app or website to learn how to connect with nature, the benefits, and ways to do it. They prefer to have a simple and efficient learning process so they can sped their limited time actually being in nature.

User Research

Pain Points

1
Don't Know Where to Go

City life is often centered on things in and around the city. It takes time and extra effort to learn where to go to really enjoy nature.

2
Unaware of Benefits

Not really sure that the time spent would be worth it vs. other activities that are more familiar and routine.

3
Don't Know What to Do

Without many resources available, confused as to where to start, then what to do once out there.

4
Have Limited Time

Life is really busy and fast-paced, so beyond having limited time to learn, also have limited time to actually spend out in nature.

Who is our core user?

Personas

Amerie

Henry

Persona

Problem Statements

Amerie is a teacher who needs an efficient way to learn about connecting with nature while on the go
because she should like to spend some of her free time there enjoying its benefits.

Henry is a busy father and full-time electrician who needs concise and helpful information about the benefits of connecting with nature because he wants to spend some of his limited family time there.

Journey Map

User Journey Maps

A journey map was made for each representative persona; one for a user who prefers a native app, and one for a user who prefers a desktop website experience.

Information Architecture

Sitemap

The information architecture helped to develop the content structure of the app, and inform some initial ideas as to how different areas of content can be organized within the interface.

Starting the Design - App

Ideation

Crazy 8's - App

The Crazy 8’s ideation technique made it fast and fun to explore some options for laying out the Home screen. From here, more thoughtful paper wireframes could be sketched.

What is essential to their journey?

Wireframes

Paper Wireframes - App

These paper wireframes were drawn to explore different ways the Home screen could be laid out. Favorite elements were starred, and informed design of the digital wireframes to come next.

Wireframes

Digital Wireframes - App

Creating the digital wireframes in Figma allowed for expressing an initial set of screen layouts that could be built into a prototype and then tested with users for further input on their usability.

Each of the main screens that are part of the user flow “happy path” were laid out, to support efficient and realistic user testing of the core functionality of the app.

Prototype

Low-Fidelity Prototype - App

Users wanted a quick and easy way to learn about ways to connect in nature. This prototype allows them to simulate the flow of learning, then selecting activities they would like to experience based on what they learned.

What did users really want?

Usability Study

Findings - App

1
Add a Get-Started Section

Provide a place to learn about the background of the tool and first-step for use.

2
Increase Text Size

Increase font sizes for easier readability.

3
Increase Nav Menu Size

Make the icons easier to see.

Refining the Design - App

Mockups

Mockups - App

The mockups introduced the visual identity, elaborating on the structure defined in the wireframes and low fidelity prototype. Users were generally able to more quickly and happily navigate key flows in the iteration after the usability study.

Before Usability Study
After Usability Study
Before Usability Study
After Usability Study
Mockup Layouts
Prototype

High-Fidelity Prototype - App

Users wanted larger icons and text which were reflected in an iteration based on the usability study that was used as the basis for the mockups and hi-fi prototype.

Accessibility

Accessibility Considerations - App

1
Images

Large images are used to help those with limited vision to more easily see the content.

2
Color

An accessible color palette is used to help ensure that those with related vision disabilities are able to see the content.

3
Buttons

Call-to-action buttons have iconography along with written copy, to help those unfamiliar with the language to still have some understanding of the button function.

Starting the Design - Web

Ideation

Crazy 8's - Web

Similar to the approach when designing the native mobile app, the Crazy 8’s ideation technique made it fast and fun to explore some options for laying out the responsive website screens.

Wireframes

Paper Wireframes - Web

Based on insights from user research, a goal was to present information in a clean and easy-to-navigate interface. Desktop wireframes helped explore options for page layout and structure.

Wireframes

Digital Wireframes - Web

Creating the digital wireframes in Figma allowed for expressing an initial set of mobile website screen layouts that could be built into a prototype and then tested with users for further input on their usability.

Digital Wireframes - Web Variations

Creating the same website in a desktop scale allowed for the progressive enhancement of key elements of the user flow from the mobile design.

Prototype

Low-Fidelity Prototype - Web

Desktop users prefer to do research and learn about activities while home, then go out and do them. With the larger screen area, the prototype demonstrates the larger visual elements and flow between key screens.

Refining the Design - Web

Mockups

Mockups - Web

Originals from Mobile
Desktop Size Variations
Prototype

High-Fidelity Prototype - Web

The desktop prototype provides a view into how the larger screen size affords for additional visual and textual cues that can benefit the users who prefer and use larger device sizes.

Accessibility

Accessibility Considerations - Web

1
Images

Large images are used to help those with limited vision to more easily see the content.

2
Color

An accessible color palette is used to help ensure that those with related vision disabilities are able to see the content.

3
Buttons

Call-to-action buttons have iconography along with written copy, to help those unfamiliar with the language to still have some understanding of the button function.

Takeaways

Summary and Next Steps

Impact

The Natura tool introduces a quick and easy way for urban residents to learn about ways they can connect with nature for social good. Activities provide them choices for what might work best for and near them, and the ability to save activity choices to a list makes it easy to quickly refer to it and then go and use their limited time to connect with nature and enjoy its benefits.

What I Learned

While designing the Natura tool for connecting with nature, I learned that a wide variety of users, each with differing sets of needs, can benefit from using the same tool. Thus, it’s important for designers to account for as many of those users as possible by including a diverse user representation for all interviews and usability studies.

Next Step 1

Conduct another round of usability studies to validate whether the pain points users experienced have been effectively addressed.

Next Step 2

Conduct more user research to determine what additional website features might be useful for online art buying customers.