Building an application to help Relief factor manage returns!

Rebuilding a tool to help a homeopathic medicine company manage package returns

Project Overview

Challenge

There was an overload in returns being shipped, and each one needed to be manually scanned and handled, which became very inefficient and time consuming.

Objective

Design a user flow that requires as little deviation as possible; Basically, allow the user to get through as much volume in the shortest amount of time.

Key Takeaways

Throughout this project, I spent a lot of time prioritizing user flows, and given the linear structure of this application, was able to learn a lot of "best practices" when it comes to structuring multiple flows in an app. We successfully delivered a design that the team and the clients were super happy with, and it also gave me the opportunity to work with other designers and delegate tasks as a full project lead

Project Scope

Redesign a return manger application with new functionality

My Role

UX Designer in charge for research, visual and interactive design, user testing, as well as the primary UI Designer in charge of designing an intuitive design

Tools used
Team Input

Me and one other designer worked together with Relief Factor to come up with a design we were happy with

Duration of Project

2 months

2. Planning

Key Takeaways

We created a number of different potential flows to aid us in nailing down the general look and feel of the app, cut out unnecessary screens and menus, and optimize the app's flows to ensure speed and efficiency for users. This combined with the existing knowledge from the users in the fulfillment center really helped us think like a user and confirm any doubts we had with the flows.

Flow Charts

  • Created our own flow charts based on research to get a better idea of the new app flow

Pain Point Analysis

  • Reviewed user research findings
  • Confirmed existing issues in the coupon experience space, and started strategizing solutions

Details

3. Design

Key Takeaways

Once we reached the design phase, we began designing wireframes. This process took a decent amount of detail checking due to the fact that we needed to create wireframes for each of the four flows, in order accurately lay out all the possible user choice combinations, but we still managed to make it into the prototyping phase within 3 days after developing the wireframes thanks to having all the research and user flows laid out.

User Flow

  • Built out a global user flow that would account for all possible user inputs and page combinations

Wireframes

  • Produced wireframes for all different flow types; unopened, opened, and customer  

Details

4. Prototype & Testing

Key Takeaways

With all the wireframing done, we moved into the prototyping phase, where we began having lots of meetings and very quickly progressed the design to a more finalized state, and went through about 5 iterations before we landed on something that everyone was confident. After this point, it became a matter of fine tuning, as it was just a matter of adjusting button sizes, changing colors, and some smaller text changes in the UI

High-Fidelity Prototyping

  • Designed 5 different iterations, each taking and improving on the last before finally coming up with a finished design

Style Guide

  • Created a style guide that was slowly expanded upon as the project evolved

Details

Final Thoughts

With the final prototype complete and approved, once again, I got a chance to look back and reflect on our work. I believe that we met the goals and expectations of relief factor, and delivered a quality product that will really help them process and manage returns more efficiently. This was my first opportunity to work with a full team of designers as well as other UX designers, which MASSIVELY improved the ability to bounce design ideas off people.

It was an extremely fun new look at the UX process, and how it is to work in a team environment, interviewing users and clients and having someone with a different perspective to really narrow down on any details I may've missed. Given that all my previous projects were essentially solo, the difference was practically night and day, and my efficiency improved TREMENDOUSLY

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