UX DESIGN

YEAR:

2024

Cover

Odlify

Odlify - Design Process

Odlify is a mobile app concept designed to help young adults get started with urban gardening. It combines gardening guides, a map of local growing spaces and a community for connecting with other gardeners.

As part of a group project, I contributed to the design process, from user research to an interactive prototype tested with potential users.

Goal: Make gardening knowledge, local growing spaces and communities easier to access.

01. Research & Insights

I interviewed four young adults aged 21–26 to understand their needs and challenges around urban gardening. Through looking at similar apps to get inspiration and find ways to improve the user experience, I explored existing gardening platforms and identified opportunities to make gardening information easier to access and help people connect with others who share the same interest.


Odlify is a mobile app concept designed to help young adults get started with urban gardening. It combines gardening guides, a map of local growing spaces and a community for connecting with other gardeners.

As part of a group project, I contributed to the design process, from user research to an interactive prototype tested with potential users.

Goal: Make gardening knowledge, local growing spaces and communities easier to access.

01. Research & Insights

I interviewed four young adults aged 21–26 to understand their needs and challenges around urban gardening. Through looking at similar apps to get inspiration and find ways to improve the user experience, I explored existing gardening platforms and identified opportunities to make gardening information easier to access and help people connect with others who share the same interest.


02. Ideation & Prototyping

We used brainstorming to generate ideas without judging them too early. We focused on three main areas: finding a community, making gardening information accessible to different experience levels, and providing guidance and support.

To make the process accessible to everyone in the group, we used Mentimeter for anonymous idea generation. We then discussed and organised the ideas into categories based on the users’ needs, helping us identify potential solutions for the app.

03. Wireframes & UI Design

I developed low-fidelity wireframes in Figma before exploring the visual direction. Inspired by the City of Stockholm’s visual identity and Apple’s interface guidelines, the design uses green tones, clear typography, simple icons, and straightforward navigation.

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04. Interaction Design & Testing

We explored additional forms of feedback, including sound, vibration and voice search, to consider how the app could work in everyday gardening situations.

We then created an interactive Figma prototype and tested it with two people using tasks related to gardening guides, communities and nearby growing spaces.

Key findings

  • The navigation and gardening instructions were easy to understand.

  • Users liked the opportunity to discover and join gardening communities.

  • The map needed more practical information about growing spaces.

  • Connecting the map with community features could improve discovery.

05. Final Prototype

The final prototype brought together the three main features:

  • Gardening guide: Find plant information and seasonal recommendations.

  • Map: Discover nearby growing spaces.

  • Community: Explore gardening groups and connect with others.

more to explore.

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