Valet in your
pocket.

No more tickets. No more cash. No more chaos.

Queue

September 2022 - December 2022

This project was the culmination of a semesters’ work in a User Experience course (ITP310) at USC.  As a team of four, we worked to create a fully fledged prototype of a mobile product for valet services.

MY ROLE

UX Designer

THE TEAM

Four USC ITP (Information Technology Program) Students

CONSTRAINTS

Create a product with a comprehensive business model and working prototype that effectively solves a problem or a need in society.

VIEW FINAL PRODUCT

WHY QUEUE?

PROBLEM

outdated modern valet systems

Modern valet practices are definitely unreflective of the modern appliance of technology. Historically, valet has reflected a response to the demand for parking spaces in urban areas, but currently, it is simply a remnant of the past.  A few key issues we found in the system were:

"... long wait times, 🕒
subpar security, 🗝️
and limited payment options. 💸 "

OUR SOLUTION

go digital!

Queue is a back-to-back digital product for the drivers and consumers of a valet ecosystem. With a QR code scanning system at its core, it represents speed, efficiency, and the modernization of valet.

do it all with Queue.

1. skip the line

Request your vehicle in advance of your arrival and keep tabs on your spot in the queue

2. secure your car

Log all of your vehicle data in-app so car handoffs can be secure, efficient, and timely. Let your drivers know it’s really you!

3. pay it - your way

Pay in app in order to save time - or even as a backup in case you don’t have any cash.

I. PROJECT OVERVIEW

II. PROJECT MAPPING

personas

To best empathize with our users, we first created two different types of personas to represent our two main types of users: consumers and drivers. In summary, we predicted which types of people within certain age, social, and economic groups were most likely to use our service and created two archetypes with the most common features.

storyboard

Below is a storyboard of how we visualized our product to be used by consumers.

research

Because our resources and time were limited for this project, we found most of our data from three different sources: white paper research, user data, and competition analysis.

III. INTERFACE MAPPING

strategy

After finalizing what we wanted Queue to represent, we transitioned into planning what Queue would offer. Of course, it would revolve around the central feature we predetermined as being a QR code scanning system.

One of our main strategies was to emphasize the principle of repetition (in regards to similar applications) to make the overall user experience more enjoyable and easy to navigate.

low fidelity user flows

After mapping out the user flows in the step above, we began visualizing what the app would look like. The visuals below are simply roughly thought out lo-fi flows that we used to conceptualize the main properties of Queue; including a waitlist, reservation button, QR code, and a payment/tipping function.

user testing

After finalizing our low fidelity model of the application, we sent out a Qualtrics form with questions to gauge if users within our projected customer demographic would be able to 1) understand how to navigate the app, and 2) have an efficient and enjoyable experience.

SURVEY FOCUS

  • Knowing user understanding of product function and overall thoughts on product
  • Gauging level of visual appeal
  • Gauging ease of navigation

SURVEY DEMOGRAPHIC

  • Ages 20-28
  • Gauging level of visual appeal
  • Gauging ease of navigation

RESULTS

  • First, 12 responses indicated 3 or below on understandability of the VVP. (Q4)
  • A majority of responses, when asked to explain the app process, got the order our team originally envisioned for the app wrong
  • 10 responses out of 34 indicated 3 or below for comfortability
  • 46% of our interviewees stated they would be somewhat comfortable using and navigating the app, and 17% would be extremely comfortable. There were no answers for uncomfortable.
  • The most popular features of our app were, in order, request for pickup, contactless payment, search destination, and digital ticketing.

takeaways

With this newly found information and valuable insight, our team made a strategy to properly apply what we learned from research to our project. We made 2 different points of improvement and set them as goals to look back to as we began designing.

IV. DESIGN

design system

TESTING + IMPROVEMENTS

4 major improvements to our design

After going through multiple rounds of changes and the class as our panel, we were given many suggestions on ways we could improve our product - both functionally and visually. Listed below are a few of the major changes we made over the course of our project.

FINAL PRODUCT

product pitch deck

final product prototype

CONCLUSION

As my first full-fledged UX project, I had an equal amount of trails and difficulties as I had fun working with my team. Some noted difficulties included coordinating with my team and making important design decisions separately. To be honest, there were a lot of clashes of opinion and miscommunications because we weren’t able to spend much time together due to our busy schedules. Though I have a lot of experience completing work in team settings, I quickly realized that it cannot be equally compared to a collaborative design setting. If I were to list my main takeaways from this project, it would be the following points:

Thank you so much for following along with me and my team’s design journey and I really hoped you enjoyed reading through this project. You are here for the first of many stepping stones in my design career. If you have any questions regarding this project or any questions for me in general, I would love to answer them for you! Shoot me an email at rsyoo@usc.edu or a message on LinkedIn.