Crawlr

Crawlr is a two-channel mobile application that allows users to both plan and attend bar crawls.

  • Prototyping, Fall 2016
  • UX/UI Designer
    • Eric - UX/UI Designer
    • Kevin - UX Designer/Researcher
    • Melissa - UX Designer/Researcher
    • Tim - UX Designer
    • Zandra - UX Designer/Researcher
Three sketches.
Early product ideas from a group design charrette.

Overview

Multi-site events present a number of challenges to event planners. Not only must event planners put on an amazing event at a great venue, but they must select multiple great venues. Multi-site events can be challenging for the event participants as well. With multiple locations scheduled for different times, it's easy for participants to get lost or confused as to where they should be and when, or vice versa. Crawlr addresses these pain points for both planners and participants through the lens of a classic multi-site event example, a bar crawlr.

We created Crawlr as a distributed team, half of the team was working in Chicago, while the other half worked remotely. In the initial phases of our design process, we worked together to established a shared direction of the project. In the later phases we divided up the work, due to time and location constraints. In the later phases, I was responsible for designing and prototyping the work flow of our planner persona.

Persona images and description.
Personas for each user type/channel: planner and participant.

Design Challenges

Creating a two-channel app meant that we had to design for two types of users, each with their own pain points. In our case, the users were planners and participants. For planners, the primary pain point was researching and organizing a bar crawl. For participants, the biggest pain point was staying with the herd during an event, especially after a few drinks.

Multiple mid-fidelity phone screens.
Second iteration of mid-fidelity planner task flow screens, created after user testing first iteration. AxShare prototype.

Design Solutions

We created two interfaces, one for each user. The planner interface emphasized features necessary for putting together a great event. Planners can research venues with the integration of online reviews and use the map function to create the perfect crawl route.

Multiple high-fidelity phone screens.
High-fidelity planner screens, featuring online review integration to support event planning research. AxShare prototype.

Meanwhile, the partipant interface emphasized features for staying connected with other participants of a crawl. Each event in Crawlr has a chat where participants can keep each other updated. Coordinated GPS location also helps keep everyone together, so if a latecomer wants to join an event, they can simply use the map to locate which venue the crawl is currently located. This is especially useful in scenarios where a crawl runs behind schedule.

Multiple high-fidelity phone screens.
Hi-fidelity participant screens which enable participants to stay connected through the event. Invision prototype created by Eric.

Takeaways

Creating Crawlr was a joint effort in a distribute team which created additional challenges in our design process. Splitting up the work was necessary with our team setup, but also led to a division in the final design. The two interfaces, planner and participant, were not cohesive. Given the opportunity to do another iteration, I think our design would benefit from more communication between team members, an audit of the UI elements in each interface, and a singular design language to unite the two work flows together.

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