DHRUV GUPTA
KONRAD GROUP
DESIGN THINKING CHALLENGE
TABLE OF CONTENTS
DESIGN
CHALLENGE
RECAP
Design a digital solution that provides farmers the insights and information they need to boost revenue from farming in Sub-Saharan Africa.
5
Empathize
Conduct background research of the problem and get understanding of users
Define
Establish stakeholders and users. Define the pain points for each stakeholder and gather requirement
Ideate
Create user stories and prioritize user requirements/features and develop concept for solution development
Prototype
Design and discuss solutions and pick final concept for mockups creation
Implement
Implement solution and gather user feedback to test and iterate design
01
EMPATHIZE
PROBLEM SPACE
Farmers in Sub-Saharan Africa face a plethora of challenges that lead to substandard harvests, these include -
90% of food in SSA
70% of workforce
80% of farmland
Are made up of women [3]
Produced by smallholder farmers [2]
Represented in the region by smallholder farmers [2]
“The Sub-Saharan Africa (SSA) region accounts for more than 950 million people, approximately 13% of the global population. By 2050, this share is projected to increase to almost 22%, or 2.1 billion.”
Per World-Grain.com, 2018
OPPORTUNITY
02
DEFINE
STAKEHOLDERS
Personas
Smallholder farmers, farmers collective, input providers
15
Occupation:
Behaviour:
Habits:
Motivation:
Goal:
Kagibo, 37, lives in Tanzania
16
Needs:
Constraints:
Kagibo, 37, lives in Tanzania
17
Occupation:
Behaviour:
Habits:
Motivation:
Goal:
A community of farmers in Zimbabwe
18
A community of farmers in Zimbabwe
Needs:
Constraints:
19
Occupation:
Behaviour:
Habits:
Motivation:
Goal:
Rosa, 32, Agro-service provider in Kenya
20
Rosa, 32, Agro-service provider in Kenya
Needs:
Constraints:
EPICS
As a smallholder farmer, I would like an easy to use mobile app which allows me to monitor my farm in real time, provide current information and connect me with input providers.
As a farmers collective, we would like an easy to use mobile app which will allow us to have access to market information which will benefit our community.
As an input provider, I would like an app in which I can market my services to local farmers in the region and connect with them effortlessly.
03
IDEATE
USER STORIES - Smallholder farmers
As a smallholder farmer -
REQUIREMENTS GATHERING
Must have | Should have | Nice to have |
Search functionality | Connect with local farmers | E-commerce platform |
Monitor farm activity | Commodity prices | Recommendations |
Resources available in area | Connect with input providers | To-do list |
SOLUTION DEFINITION
SOLUTION A - FarmEasy
A solution which provides farmers with dashboards to monitor activities on their farm, and connects them local input providers to ensure their supply chain operates efficiently. Provide farmers with market information and localized agricultural news using third-party managed services.
Pros | Cons |
Monitor farm activity real time | Information overload |
Credible information | Learning curve |
Localized information | Relevant information updated periodically |
SOLUTION B - StreamFarm
A solution which provides farmers with a streaming service, and leverages the community to share information on a crowd-sourced platform. Farmers can connect with their neighbours based on proximity and share resources in a convenient manner.
Pros | Cons |
Real-time updates from community | Credibility of information |
Localized information | Can’t monitor farm |
Leverage strength of communion | Knowledge could be stale |
SOLUTION SELECTION CRITERIA
Criteria | Weight | FarmEasy | StreamFarm |
Affordable | 4 | 4x4 = 16 | 5x4 = 20 |
Easy to use | 5 | 5x5 = 25 | 4x5 = 20 |
Brings immediate value | 4 | 5x4 = 20 | 4x4 = 16 |
Score | 61 | 56 |
04
PROTOTYPE
Wireframes
FarmEasy
ACCOUNT SET-UP
31
32
EXPLORE
33
34
35
FEED
36
MARKETS
37
CONNECT
38
Mockups
FarmEasy
39
40
41
42
Self-Control
Food App.
DESIGN IDEA
DESIGN GOALS
TECH STACK
LAYOUT AND NAVIGATION WIREFRAMES
Iteration 1
Main page - App opens directly to swiping pictures (10 random images). Main purpose of the app is accessed immediately. Remove buttons from main page to make app more intuitive.
Main page - Once user swipes all 10 pictures, app displays text notifying the user to take more pictures. Text provides more context to users and guides them to next step.
Gallery page - Displays images in tile format, split by 3 images per row. Weekly review button is static on page. Button contains red signal which notifies user to complete weekly review at the end of the week.
Iteration 2
Main page - Containing all activities of the app.
Camera page - Designed with a small circumference to focus on food.
Gallery page - Tile format with two images per row.
Swiping page - Tinder swiping format with cool down/ heat up buttons.
Swiping page - Tinder swiping format with cool down/ heat up buttons.
PHASE 1 -
BUILD FOOD LIBRARY
50
Makes food appear brighter, making food appear more enticing
Makes food appear distant, making food appear less enticing
User can also use a swiping gesture similar to Tinder.
Swipe left = Avoid food
Swipe right = Eat more!
2. Take a picture
After taking a picture, a person will answer multiple questions including:
PHASE 2 -
WEEKLY REVIEWS
DEMO
(ANDROID PROTOTYPE)
Ambient.
Art Therapy App
DESIGN IDEA
DESIGN GOALS
TECH STACK
GATHERING USER REQUIREMENTS
Method #1 - Interviews
Method #2 - Use cases
METHOD #1 INTERVIEWS
Goal
Strategy
Results
METHOD #1
SUMMARY (USER NEEDS)
METHOD #2
USE CASES
Goal
Strategy
Results
METHOD #2
SUMMARY (REQUIREMENTS)
Register and onboard
Users can register and receive a confirmation when successfully registered
Track mood
Users can input their mood and visually track their mood over time
Discover art
Different forms of art will be provided to the user based on their inputted mood
Connect users
Users will be matched with other users based on recommended art
LAYOUT AND NAVIGATION WIREFRAMES
Onboarding Page
Mood Input Page
Art Recommendation Page
MOCKUPS
Home
Onboarding
Mood Input
Choose mood
Mood selection
Art curation
Hamburger menu
USER TESTING
OVERVIEW
USER TESTING
GOALS
Ease of learning
Efficiency of use
User satisfaction
Discoverability
USER TESTING
METHODOLOGIES
Method #1 - Cognitive Walkthrough
Method #2 - Heuristic Evaluation
METHOD #1
COGNITIVE WALKTHROUGHS
USER TESTING
TASK SCENARIOS
Task #1 - Log in using Facebook credentials
Task #2 - Choose a mood (happy) and describe historical mood variation given system feedback
Task #3 - Choose a mood (sad) and bookmark a recommended artboard of your choice
Task #4 - Join a conversation for a recommended artboard of your choice
Task #5 - Log out of the application
USER TESTING
PERFORMANCE MEASURES
Speed
Accuracy
Experience
Feedback
USER TESTING
RESULTS
How satisfied are you to accurately input your mood and receive suggested art?
(Average rating - 6)
How confident are you to accurately input your mood and receive suggested art?
(Average rating - 7)
“It would be really nice if the app can show art events taking place around the area!”
“The app is very easy and fun to use”
“I find the icons that represent the mood to be fun. It’s a good way to capture how I’m feeling”
“I wish there were more icons to represent the moods”
COMPR.
Merchandise Compliance Tool
DESIGN IDEA
DESIGN GOALS
TECH STACK
LAYOUT AND NAVIGATION WIREFRAMES