Meeting user desires and needs to create a toy exchange app concept.
Independent
UX researcher
Information architect
Brand designer
UI designer
UX tester
Figma
Maze
Miro
80 hours
I wanted to explore if an app could help connect people to gift and receive toys in order help save money, minimize clutter, help rotation, and reduce waste. In researching, I found toy libraries, and some toy exchange apps around, the former came with a financial cost and the latter was poorly utilized, suggesting low uptake.
A great many toys on the market are low quality and often considered landfill-ready. Higher quality toys, come with a higher financial cost, especially since they are played with for a relatively short time, and sometimes not played with at all. I wanted to learn how we might connect with like-minded people to "trade in" outgrown/unused toys to obtain different pre-loved toys.
My goal was to create an app where users to list toys and find toys with ease. All using a credit system as a way to "swap" for other toys listed on the app.
To create an MVP what will allow users to quickly and easily find toys and connect with the gifter.
Prototype of the Toyful app in action
I take a user-centered design thinking approach when undertaking a project, this strategy includes the processes shown in the diagram below. My primary goal is to empathize with the users to define the problem, ideate, prototype, and then test to ensure my designs are intuitive and accessible.
I started out by looking for apps that already offer some kind of toy exchange so I could identify patterns and their strengths and weaknesses. This lead me to review 3 apps:
I invited people from a local community group called "Buy Nothing" to interview for this app. My assumption was that this user group would have an understanding of some of the challenges with giving and receiving items as well as knowing their own expectations when it comes to finding toys.
My main goal was to understand some of the reasons that might compel them to use a toy exchange app and their expectations with how a toy exchange might work best. I met with 4 people via zoom who all have experience obtaining toys for kids.
2 kids in her home age 2 and 4 years
In-home childcare provider 7-8 kids under 5 years old
2 kids in home age 10 and 13 years old
3 kids in home age 15, 16, and 5 years old
All users had fond memories of toys and generally felt positive when looking for toys. Most users explained that price, safety, and quality were top priorities when looking; with cheap "landfill ready" toys being the biggest challenge. When shopping online, all users liked using search bars and some users like to use filters to narrow down the search (in regular stores).
All users said they liked the idea of a toy exchange app. All users felt a direct exchange wouldn't be possible, as they often hand down to younger children after theirs has outgrown items, but they all suggested some kind of token/credit system. validating how other apps manage exchanges. Simple and easy were the biggest priority, as were the idea of keeping exchanges local, both for simplicity and to minimize environmental impact.
Affinity map created from user interviews with 4 people who have children they obtain toys for regularly and who are members of the 'Buy Nothing' community.
Based on user the interviews, I created two adult personas, and their children. Tiffany has two young children and loves high quality pre-loved toys. Her goal is to buy a little 'new' toys as possible to minimize her environmental impact. Anna has one elementary aged kid. Her priority is to save money and to do so fast and easy. She really likes hand-me-downs and loves to pass on her kid's toys when he's outgrown them or no longer plays with them.
While I had earlier analyzed a selection of toy exchange apps, they did not have strong user flows so I decided to review the listing and search flows in Craigslist and Facebook Marketplace to identify design patterns and flows. I chose these apps as they were popular "classified" tools that users mentioned in my initial interviews.
I also opted to review Amazon and Target product pages, toy categories, and age ranges; I chose these apps because they were the online options that were brought up in the interviews.
Now that the product requirements and flows, I started sketching to quickly generate ideas for screens and flows.
Using the sketches to guide me, I created mid-fidelity wireframes to use for prototype testing, since this was a new product it was important to test the flows first before building out a high fidelity design.
Using the wireframes, I created a mid-fidelity prototype to test in Maze to evaluate the 3 key flows — broken down into 4 tasks with follow up questions. My goals were to:
Preview of the Maze test in which 24 users participated in.
The onboarding screens gave clear information to users about what the product was for and how they might use it.
Having the onboarding really helps to explain what the app offers. I'm not sure if there is more information I want yet.
Testers rated the app 7.6 in ease of use (with 10 being easiest)
It was very easy to navigate. I'm not really sure what would make the experience better as I did not encounter any challenges while using it.
Some users felt they needed more support, particularly when it came to using the filters in the search and messaging about the toy.
Needed more support with actually how to do things, wasn’t intuitive what I should do.
I think I got confused with finding the filters for age. I think I just clicked on a bunch of things until I found the correct filter for age. The location filter was pretty easy to do.
The most confusing part was that users couldn't clearly see the next step would be to message the person listing the item. This could be the icon, the placement or the lack of support for this feature.
It wasn't immediately obvious that I needed to send a message.
User testing helped me change and improve the usability of the app. Feel free to explore the prototype. You can read more about some of the iterations I made below.
People need to send a message to ask about and obtain a toy they're interested in. Any confusion on how or where to to this would be a huge failure for the app, so changing the message design on the listing screen was a priority. To help users more quickly/easily identify how to follow up on a toy I:
Several users stated that it took them a moment to find the add a toy option. It may have something to do with the flat prototype, however, I suspected some design changes would improve usability.
Several users said they weren't sure if they completed the "add a toy" task as there was no confirmation on screen.
I added a confirmation popup message so users get visual confirmation that their toy was listed.
Mid-fidelity prototype screen with the listing being shown on the home page
High fidelity iteration of the home screen with confirmation message that the toy was published
I observed a high drop off rate on the location screen during prototype testing.
Location impacts where you can find and gift toys, however this is also information the user can add later when searching for or adding a toy, so I opted to move the location services to later in onboarding and have it be a pop up. This still provides users with an explanation as to why location is needed, but also offers the user a more obvious “out” if they are not interested in adding their location at this point.
Some of the iterations involved pretty significant changes that will impact the flow, I think it would be prudent to re-test these flows before handing off to developers. My next steps will be to: