Rent-All Mobile App

An app that enables people to make money by renting out their unused household stuff.

Project Scope:

  • My Role: User Research, User Testing, UX Design
  • Tools: Sketch, FigJam, Miro, InVision
  • Timeline: May 2021 (3 weeks)
  • Deliverables: Sketches, persona, user story map, wireframes, high fidelity prototype
  • Team: Myself, Keyko Valasquez, and Kaycee Shipley

About the project

As DevMountain UX design bootcamp students, we were tasked with creating a mobile app that facilitates the renting of personal household items to family, friends, and community members. Our focus was mainly on rental of tools related to home maintenance. We chose branding and design that could allow for expansion into more items such as outdoor equipment or anything else that someone might have laying around their home. Additionally, our research and design was focused on the lender experience.

The Challenge

Most people accumulate a lot of items that they infrequently use, such as tools for home maintenance. It can be difficult to keep track of who we lend these items to, which results in lost items. Many people could use a solution that allows them to make money and make use of their material accumulation.

Our Approach

User Research

The first step in our process was to learn about the users’ experiences in renting and borrowing things. Some general questions were:

  • If you are working on a home project and you don’t have a particular tool what do you do, especially if it is something you don’t want to buy?
  • What are some factors in your decision to rent or buy?
  • Do you use any apps for renting items, such as vehicles, outdoor goods, or vacation rentals?
  • Have you ever considered renting things, such as your home or other rentable items?

Interviews

We interviewed 7 people from different backgrounds. Our goal was to uncover their needs and pain points with lending and renting items.

Key Takeaways:

  • Rent because of space constraints
  • Concerned about safety
  • Prefer avoiding big box stores
  • People do not return items in a timely manner
  • Would like to earn extra money

User Quotes:

“My friend did not have a lawnmower for a summer, so in exchange for using my lawnmower she mowed my lawn.”
“I let a guy borrow some of my tools, I didn’t hear back from him and next thing I heard he started a business using my tools!”

Questionnaire

We created a 20 question survey and shared it over social media and neighborhood groups. The questions were phrased to understand who our respondents were. It was important to understand what types of living situations they had, and their personal networks.

Overall picture:

  • 90% live in a house
  • 58% have used rental apps such as AirBnB
  • 88% borrow and lend items several times per year
  • Over 50% were open to paying to borrow an item from a neighbor

Opportunities for more investigation:

  • Dive deeper into users’ experiences with similar services and apps to better understand their pain points and preferences
  • Conduct survey focusing on apartment dwellers

Define

After collecting quantitative and qualitative data about our users, we took that information to define the goals, motivations, and frustrations of our target user.

Empathy Map

Persona

Story Map

Site Map

And the last step in our definition process was to create a site map. Between the site map and user story map we had all we needed to begin designing.

Ideate

During the ideation phase we got into working out the design of our app. This involved brainstorming designs by sketching out ideas. Each of our team members shared their sketches and we compared designs. We came to a consensus on the design direction and the features that made the most sense.

Sketching

Iterating in "crazy eights"

Iterating upon component designs

Style Guide

After playing around with color palettes and fonts, we decided to design the app as a dark-mode theme. Keyko threw together a slick style guide in Adobe XD for reference as the project progressed.

Prototype

The first step in the prototyping phase was to create wireframes for all the pages and features, and create a basic low-fidelity prototype for testing. Some of the feedback we received in initial user interviews was incorporated into the designs.

Main pages of the low-fidelity prototype

A different Approach

During initial interviews, several users complained that they often missed notifications. Many apps make them separate from messages. In response we kept messages and notifications in one place.

We were concerned that this might result in confusion. Later, user testing would validate the usability of this design.

Key takeaways:

  • Listen to your users
  • Don't always depend on design patterns from popular apps

Testing with users

For usability testing we used InVision to create a clickable prototype. We created a testing script that included six tasks. Eight users took part in the testing.

Task sheet

Compiling results

Once we completed our usability testing we transferred all of our results to a spreadsheet. This was a helpful way to compare our testing results, and propose solutions to the issues users faced.

Redesigns

Live Product Demo