water saving app

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Project vision

Design for social good aims into solving global ethical and environmental matters. This project mission is focus on saving water.
Its goal is to help raise awareness and provide tool for everyone to track and limit daily water consumption, and in consequence minimize the water scarcity problem on the globe.

Overview

The project consists of two segments: mobile app that is a personalized and practical tool for a user to monitor his individual water consumption; and responsive website that would give an overall view on the water scarcity problem in the world, and also information and tips how to change daily habits. Mobile application must be simple and motivating users to check their daily progress.
(see: dropchop website in separate case study)

My role: ux researcher, ux designer 

my responsibilities:

research
competive audit

user research & personas 
empathy & journey maps

problem statement


low-fi wireframes

design mock-ups
prototyping

usability study

high-fi mock-ups
design iterations

The project twas a part of Google's UX Designer certification program. Therefore throughout the process I have conducted all stages and functions of ux project, from ux research to final design.

Project duration: December 2022 - January 2023

Tools: Figma, Figma Mirror app

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Goal Statement

Our dropchop app will let conscious users adjust their daily habits and track their water usage
in order to reduce the consumption; and will also influence careless consumers by giving them information and ways to understand the difference they could make for the natural environment. 
We will measure effectiveness by motivation to use the app on daily basis, and liters of water saved while using the application.

Challenges

  • incorporate tracking for all mediums that consume water in the household
  • provide an option to adjust goals for water consumption of each medium
  • incorporate simple and easy to understand summaries in form of diagrams
  • provide challenges to motivate users to limit their water consumption
1

Empathize

Understanding the user

In foundational research, my goal was to find out users’ preferences regarding a tracking app, and how to design main features of the product so users are eager to use it on daily basis. User research data in the foundational research phase was collected through semi-structured interviews. The goal of these interviews was to find as much as possible about users’ experience regarding setting personal goals and methods used, which allow reaching these goals. I also referred myself to apps accessible online, and read users’ reviews that
referred to them. The data gained in this process helped, through empathizing with users, to define main issues for the functionality of the water saving app.

Creating personas

Based on findings from foundational research, the most common themes that were recognized, I have created two personas that are compatible with hypothetical user profile of the product I had been creating.
These profiles personified specific goals and characteristics representing needs of a group of my potential users. 

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2

Define

Problem Statements

1


Antonia is a young mother, who needs a convenient way to monitor water usage of her household,
because she wants to help the environment to be protected.

2

Sebastian is a dynamic game designer, who needs water saving app, because his expenses and water consumption are too high.

Journey maps

Next I had created journey maps to identify feelings and thoughts user might experience while trackig his own water cosumption on the daily basis performing typical household tasks.

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3

Ideate

Competetive audit

I have compared features of three competitors (two direct and one indirect) that had launched an app similar to my project.
I have focused on functionality, features, tracking experience and reviewed visual aspects, complexity of apps and their navigation.

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User flow

dropchop wants to develop a product that will encourage users to see their role in affecting positively natural environment;
and contribute to higher awareness thus more sustainable daily choices.
The app would allows users to quickly custom their goals for water consumption reduction, and see the actual progress. 

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First wireframes

I prepared the basic user flow diagram and then started with paper version of wireframes. Afterwards I transformed them into digital ones using Figma. I layouted my designs for iPhone 12, as I could test it afterwards accordingly on my device using Figma Mirror.
These basic wireframes were connected into simple prototype to estimate if the journey is easy to navigate, and main tasks easy to complete. After testing wireframes with a couple of users I came to some findings that I would apply in the next phase: high-fidelity mock-ups.

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Observations

  1. 4 out of 5 subjects had trouble understanding the dashboard on home screen, as it had too many functions. This means that users need a more reduced homescreen.
  2. 3 out of 5 subjects had troubles understanding that they have to select icons for particular mediums ( that consume water) they use at the household. This means that activation of functions of tracker and estimated usage must be more clear.
  3. 2 out of 5 subjects were very interested in scanning product function and wanted to investigate the virtual water footprint of items they buy. This means that users would wanna take an active part in adding content to the app database.
  4. 3 out of 5 subjects wanted to access info and tips on water consumption immediately without waiting for notifications, advice and reminders. This means that landing page shall be a comprehensive source users could enter anytime and get the essential tips and info, and preferably share it with others.
  5.  3 out of 5 subjects were not sure about understanding the statistics and their progress of their water consumption. This means that most users would like to see their progress in a very clear way.

High fidelity design

Color system and typography
I have selected four colors and sans serif typography that would correspond well with dropchop profile.

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Structure, spacing, grid and iconography

All elements and groups of elements were designed with the use of components, variants and auto layout to achieve desired responsiveness and seamless design process.

  1. Grid. I have used 8px grid system, based on 4 columns with gutter 16px, and tried to use equal spacing to provide necessary white space between elements. Margins (36px) were so designed to provide enough room to the edges of the device and at the same time give a space for products columns and rows so they do not look too squeezed. The aim was to obtain clean, spacious design.
  2. Icons. The size of the default icon was 24px. I have mostly used Atlas Icons Plugin in Figma.
  3. Affordances. Buttons were designed in one size with 48px height. 
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Accessibility contrast ratio 5:1

Affordances have got contrast applied to meet the AA standards of WCAG (World Wide Web Consortium).
This norm requires a ratio of at least 4.5:1 for normal text and 3:1 for large text.

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From wireframes to high fidelity mock-ups

The UI of my app went through a few iteration rounds. First wireframes were too overloaded with icons, and it was difficult to apply proper hierarchy, even with usage of various colors.
Also there were too much written content as primarily tips and facts were supposed to be in the app, but after considerations they got moved to the landing page content.
After reducing the palette, increasing contrast by choosing black-white solution, mock-ups gained more modern and impactful design. This at the same time increased the accessibility.

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4 & 5

Prototype & Test

High-fidelity prototype

After completing designing high-fidelity mock-ups I connected them into clickable prototype and chose animations that would enhance the performed action between screens. The ready prototype could be then verified by a group of potential users.

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Prototype validation

After creating the prototype I tested it on five users. The tasks and questions were so prepared to verify if app navigation is clearly understandable, all the sections are easy to access and intuitive in usage. It was unmoderated study where users had to perform tasks
of setting goals for water usage for household mediums and estimating time and liters of water used for the chosen one (shower or washing the dishes). The time of completion the task and conversion rate was measured. The methodology was based on KPIs: time
on task and success rate, and on System Usability Scale questions.
After the study I organized data and came out with some conclusions based on which I made the last small iterations on my design.

Solving users' pain points

1

Progress

Making the recent achievement in water saving clearly visible on the home welcome screen.
Via calendar any day data can be accessed from that start point.
2

Challenge

Various challenges can be accessed through profile section. They are also linked with setting a limit for water usage for household mediums. 
3

Scanning product

As users want to take active part in adding info to data based, scanning product and filling its info and submitting it is made possible.
4

Products list

Users can create list of their favorite products based on their sustainability and virtual water footprint - water used for cultivation, production and transport.
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Main flows

The first flow allows to define limit of water usage for each medium in the household by setting define goals for liters used. 

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Mobirise Website Builder

Scanning products

Allows to check their virtual water footprint and adding them afterwards to personal products list.
If the product does not exist in a database, user has got an option to upload a comprehensive verified info about the product to app's database.

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Accessibility considerations

1

WebAIM

Contrast and color
of buttons meets
desired contrast ratio

2

Animations

makes navigation and flow
between screens clear
and intuitive
3

Affordances

stand out in terms of form, color, shadow:
and its attributes
clearly suggest its function

Statistics

Exist in daily, weekly, monthly and quarterly format, and can be downloaded or shared.

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Mobirise Website Builder

Take-aways

The project was quite demanding, not only due to all roles I had to take over, but mostly because of attempt to find the most simple and efficient way to link mobile app and landing page with use of UX 4Cs: consistency, context, continuity and complementary aspect.
The app had to be interesting enough to encourage users to reach out for it on daily basis. It was also a challenging task to create personas and build context for application with educational character.
Regarding UI after many iterations the conclusion was: the least design possible is the best design.

thanks!

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