House Keeper. A Clean Innovation.

Overview

The client owns a local cleaning company for a mid sized city. She noticed a lot of her clients would ask about a site or app where they could create an order in advance, that’s when the idea of the Doordash of cleaning companies occurred to her. A place where one can book in advance or in short notice. The issue was creating a digital experience from scratch as well as brand identity. Creating the experience from scratch meant creating a lesser known industry experience in an innovative and provoking manner. Creating trust was pivotal while also a sense of comfort. These were just some of the challenges faced in creating this app.

My Roles: Research, Analysis, User Flows, Information Architecture, Sketching, Wire framing, Prototype, UI Design, Case Study

Problem

The client Maria owns a local cleaning company for a mid sized city. She noticed a lot of her clients would ask about a site or app where they could create an order in advance, that’s when the idea of the Doordash of cleaning companies occurred to her. A place where one can book in advance or in short notice. The issue was creating a digital experience from scratch as well as brand identity. Creating the experience from scratch meant creating a lesser known industry experience in an innovative and provoking manner. Creating trust was pivotal while also a sense of comfort. These were just some of the challenges faced in creating this app.

Project Length: 1.5 Months

From: Feb-March 2023


Solution

Empower the user. Users want more control over their journey from start to finish. Housekeeping app was designed to give users the ability to clean their house when they desire. From booking in advance to booking within a short notice, Housekeeping will be there, even when you’re not there! Whether you’re away from town or just running errands, we’ve got you covered! All at a great price and completed at an expedite rate. There is a lack of innovation in the cleaning services industry, it has fallen and needs a cleaner innovation, hence HOUSEKEEPING.


Quantitative

I created a Google survey form and received significant statistical data. This allowed me to better understand user behaviors:

  • 23 participants

  • Survey was taken by users on multiple social platforms and shared with my personal network

User Research

Understanding the user

Qualitative

Understanding bus rider’s emotions, expectations, desires and fears was also essential in the development of Busible. A series of 1 on 1 interviews allowed me to understand their behavior, experience, tendencies, likes and dislikes:

  • 3 users interviewed

  • Use the bus to commute to work or don’t have car

  • Conducted over video calls

Discovery and takeaways

  • It was found that 72% of participants were over the age of 25

  • 65% of all users have abandoned competitor apps due to complexity

  • App has to pass “grandma test”

  • 10% of all US households paid for a professional cleaning service, demonstrating a large market

  • 65% have abandoned a competitor app due to complexity

  • 10% of households have used cleanings services at least once

  • Industry has a 7% YoY growth

  • Average home gets cleaned 6 times per month, indicating user need for service


User Research

User Personas

Frustrations:

  • Not having enough time for family or hobbies

Goals:

  • Get promoted , spend more time with family and travel more

Frustrations:

  • Not having enough time to do chores/run errands

  • Has a disability

Goals:

  • Keeping a tidy and sanitary space, more free time


Competitive Analysis

Current Market Standards

Thumbtack is a cleaning app that allows users to order multiple services. From cleaning to handyman work it has a UI similar to the rest of the cleaning apps. Simple colors, complex UI.

Taskrabbit is also a useful app for multiple purpose service needs. It still keeps a more complex architecture but simpler UI.

Doordash was looked at as a reference that influenced the UI and architecture in a lot of ways. Users don't call us the doorsash of cleaning apps for nothing!


Wireframes

Sketching the frames of solution

Define

Architecture

After usability testing it was found that the users appreciated the thought of live tracking their bus, but it was also found that they wanted a design system that could show them WHERE in the journey they were at. “How many stops away til the bus arrives at my station? While en route how many stops away am I from the destination?” . From professionals to students, this iteration was very well received. Not only can we add trust and reliability for when a user waits for their bus to pick them up, but they can also feel free to study, read, watch a movie, chat with friends, draw, nap, etc while en route to the destination with the comfort knowing that Busible will let them know when they are close to the destination and have arrived. This goes back to the early solution of empowering the user while creating trust and reliability.

Digital Wireframes

Low Fidelity Solution


Prototype

The Interface


Color Pallet, Style Guide and Typography

The Brand


Lessons Learned

Final Thoughts

  • Along the way you start getting many other ideas on how to create the perfect app, yet you have to focus on the reasons for why there was a problem in the first place and stick to the plan. Valuable time was lost due to random ideas that had no real value to the goal of the user, hence reminding one that this is focused on the user experience and how to make it easier. 

  • Document everything. Not only does this help keep you organized, but can save a lot of time when referring back to flows, personas, etc. This is tremendously useful for when it comes time to gathering insights and for the case study!

  • Organization. This goes hand in hand with documenting everything. This can be particularly easy to forget when learning the ropes and being in the midst of the rush that creating a product can cause. Being organized in Figma can save many headaches and time as one is working with hundreds, even thousands of components and moving pieces.