Helping students find their lost items on campus, one item at a time.
Role: Product Designer
Timeline: 3 Weeks
Responsibilities: Research and design
Team: 2 Engineers
Preface
On many university campuses, students leave items in classrooms, outdoor plazas, and libraries. At such a large campus such as mine (University of Florida), often times these lost items are forgotten and never found in the process. I, with two other engineers, designed and developed a prototype that assists in finding these lost items safely and efficiently for students.
Design Process
Since this project's timeline was set to three weeks, there was a great amount of focus on user research, current gaps in the issue needing to be solved, and iterative prototyping.
To begin research, I created a provisional persona of a potential student user. There are multiple users apt for this app, which are
In order to gather accurate data and understand the pain points with the current system, I conducted a user study in this rapid prototyping environment. The participants that took part in the survey were university students between the ages of eighteen and twenty-two. Approximately 30 students were surveyed on campus in this short amount of time.
Based on the University of Florida's demographics, the gender ratio is 45:55 males to females. Since the product includes both the users who lost items and those who found it, there were individual surveys for both of these groups.
Lost an Item
Based on the survey questions asked to the participants, here are the main takeaways from their responses:
#1. Many had memory of the general area to which they lost their item on campus.
#2. Approximately half of the participants checked the nearest lost and found to the area.
#3. Those who did not check the lost and found, either said one of two things: They didn't know which buildings were lost and found stations, or assumed that it was gone for good.
Found an Item
Similarly, participants who had found items on campus also answered various survey questions, with the takeaways:
#1. All finders either brought it to the nearest lost and found location or left the item where it was.
#2. Those who did not return to the lost and found locations, either did not know where to go, or thought of leaving it in the same place in case the person came back.
Out of the ten "founders" interviewed, six out of ten left the items where they were. The other four dropped them off at the nearest lost and found location to where the item was left.
It should be noted that this usability testing, as well as prototype, are somewhat based on the honesty of the user. Lost and Found by nature, is efficient only the items are either left alone, or returned to a lost and found location.
Usability testing revealed that not only is honesty a vital part of losing and finding an item, but also the safety of students. Many individuals in testing preferred the least amount of interaction and time possible to handle an item.
Pain Points
Based on the surveys, there were significant pain points for potential users of this app. Since the app includes two users, a student who has lost an item, and a student who has found an item, pain points vary based on motivations.
Lost an Item
Pain Point #1: After a full day of classes, individuals have difficulty remembering the exact location of where their lost item could be.
Pain Point #2: Students did not know which lost and found to look for their item, and have no other strategy for reclaiming it.
Pain Point #3: Students who searched for their item often spent more time than expected on campus to look for potential areas.
Found an Item
Pain Point #1: Those who found items did not know where the closest lost and found locations were, and often found the items in passing.
Pain Point #2: Students who found the item did not want to waste time finding these lost and found locations out of their schedule.
Solution
In order to solve pain points and achieve user requirements, I designated solutions to each of the statements above, and especially improve task speed.
Pain Point #1: After a full day of classes, individuals have difficulty remembering the exact location of where their lost item could be.
Design Solution: Narrow down their search by using a filter by either item or specific location.
Pain Point #2: Students did not know which lost and found to look for their item, and have no other strategy for reclaiming it.
Design Solution: For items dropped at lost and found, allow users to see which one the potential item was dropped off at, and directions to the location.
Pain Point #3: Students who searched for their item often spent more time than expected on campus to look for potential areas.
Design Solution: Use intelligence and search filter to match keywords that the user types in, such as all umbrellas in their current location.
Pain Point #4: Students who found the item did not want to waste time finding these lost and found locations out of their schedule.
Design Solution: Use intelligence and search filter to match keywords that the user types in, such as all umbrellas in their current location.
Prototype
Prototype is in progress and will include a student university login page, as well as proper animations and data specifics.