Locker Room Process

Competition Analisys

I evaluated competitor apps like Laundry Locker, Rinse, Amazon storage, and Omni to assess their overall user experience in the following areas: sign-in/create a new account, navigation, onboarding, search, social media, and product availability

Survey

The goal of this survey is to determine whether users find this application valuable and to understand the demand for secure lockers during daily bike commutes.

Target Audience:

This audience reflects the core group of San Francisco bike commuters, who frequently cite convenience, exercise, and practical needs-like secure storage-as key factors in their commuting choices.

• Age 22–42: Research shows that about 70% of bike commuters in San Francisco.

• Residents of San Francisco.

• Individuals who commute by bike and lead active lifestyles.

• People who often run errands or complete tasks before or after work.

What kind of questions we ask:

  1. What are the most important factors you consider when choosing a locker or storage service?

    (e.g., price, location, security, accessibility)

  2. During your day, how useful would it be to temporarily store items you don’t need right away until you have time to return home?

  3. Would you be interested in using an affordable storage space that helps you carry fewer items throughout the day?

  4. features or benefits would encourage you to use a storage service on a daily basis?

Second Research Prototype Usability Testing

To gather actionable insights for this project, I conducted a paper prototype usability test with a real user.

The participant was asked to complete a typical journey-using the service to drop off an item at a nearby location and pick it up after work hours.

Throughout the session, I encouraged the user to think aloud as they navigated the prototype, which allowed me to observe their decision-making process and capture pain points in real time.

By taking detailed notes during the testing, I identified key usability issues and gathered valuable feedback that informed the next iteration of the design.

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Locker Room