A couple of weeks ago we had a visitor come in that was a map aficionado. From her wonderful visit I came away with a really great sense that a map isn’t just a representation of a space through lines and dots. Maps can convey space, distance, change over time in landscape and construction. Maps are extremely complicated, yet at the same time they should be simple.
A dichotomy I agree, but a necessity I also agree.
Reconstructing the idea of a map through an application where you preform tasks to get to an end goal is not only a task of keeping that map simple, but also making for the user the most straightforward fast and delightful experience that surrounds that map.
After her visit I made some changes to my version 4 iteration, and came up with the below offering to my user test subjects the same 6 tasks.
This is what (after a few minor tweaks to the interface from feedback from users) my app mock up looked like when viewed through the eyes of a very very smart man.
If this doesn’t come completely across at first for the iterations that will come next blog post, here was the feedback from the mini-critique given on the fly Tuesday evening this insightful mini-critique.
- Screens 1 & 2 find better ways to show how the user interacted with the app.
- Screen 3 There is no option for choosing your time of arrival. What if the user wants to actually arrive somewhere at a certain time rather than leave at a certain time (This was brought up in user testing as well). Buy button can go to the bottom. Why do you need a home button when all your task items are listed at the bottom? Where does home even take you?
- Screens 4 & 5 refer to critique of screen 3. Screen 5 take into consideration that there might be multiple steps to get to your stop, and create a scrolling carousel where the user can scroll step by step to their stop while the map animation follows the written information so they are both in sync. Separate out the information sections with whitespace.
- Screens 6 – 7- 8 – 9 – 12 – 13 & 14 combine into one screen.
- Eliminate 10 & 11 altogether (they are annoying and unnecessary)
- Screen 16 – 17 – 18 ok, but could be better and higher quality.
Now, with all that said and all but a few screens left to get to point A to B and buy a ticket (add to Wallet), now it is time to correct these screens, combine and consolidate. To choose fabulously readable fonts, make the UI friendly and creative without being complicated. Fun but not kitschy. So by eliminating almost half the screens the next iteration will “fill in the blanks” with all the things that inevitably happen when something goes wrong.
So lets get started.