I worked part-time as a contractor with the team at TripGo. Starting with their branding and marketing, more recently I worked alongside a team of developers on their transport app for Android, iOS and Apple Watch.
The main aim with the redesign was to provide a solid foundation for future updates and features. Being a pre-existing app with over 700,000 downloads we had to be conscious of changing existing patterns that users were familiar with.
Sadly development of the Android app had fallen behind the iOS version. I made it a priority to get the Android version up to parity with the iPhone. Happily we had an amazing team of developers who pushed to make this a reality.
Being my first time designing for Android there were a few hurdles to overcome at first, though before long things started to click and I really started to enjoy the process. It also helped that around the same time Google introduced Material Design and the guidelines to accompany it.
The approach I take when designing for a new platform is to provide an experience which is familiar yet respects the existing paradigms of the platform. The aim is to provide a seamless experience regardless of whether a user is changing platforms (e.g. from iOS to Android) or experiencing the app for the first time on a familiar platform.
Being the sole UI designer at the beginning of the project it was important that I streamlined and automated any processes I could. One such process was asset creation.
7 sizes of each icon needed to support all the resolutions across the platforms (4 for Android, 3 for iOS). Thankfully using vectors and Sketch makes this really easy.
As with most app developers, one of TripGo's aims for the redesign was to increase app downloads. The obvious way to improve App Store Optimisation is to have lots of positive ratings. We know plenty of people love using the app, though generally people who like an app continue to use it without leaving a rating—without a that is.
The typical way to handle this is to use the standard system dialog. You know the one which stops you from doing anything until it's dismissed—not the best UX when you're asking for a positive review of the app. The alternative we came up with was an inline review system. It shows up within the results after the app has been used a dozen or so times. It can also be completely ignored if you so choose.
Another often overlooked aspect is app store screenshots. App screenshots take a prominent screen realestate on app search screens, so it makes sense to carefully consider these. After several revisions we landed on a set of screenshots which we found to have the best conversion ratio.
The response was immediate; not only was there an increase in the amount of reviews but the quality of those review had vastly improved.
The app works in over 50 cities around the world, with each city having it's own set of unique problems. When you include services such as taxis, bike sharing and planes etc there's over 15 unique transport types we had to account for; and in many cases each of those had their own edge cases to design for. For instance public transport in some cities is based off a timetable where as others are based off a frequency based system. Increasingly cities are supporting real-time data which provides information such as location, cancellation or re-routing updates.
During my time working with TripGo the Apple Watch was launched. The nature of the app was perfectly suited to this new format—glancable snippets of information. Although the first of WatchKit was rather limited we took the opportunity to explore the new platform.
UI, UX and prototyping for the Android, iOS and Apple Watch apps. Design and development of the marketing website. Strategic planning and communication between team members.