MOBILE APP

Looptroop

COMPANY

LooopTroop

ROLE

Product Designer

duration

6 weeks

Team

4 Designers

3 Developers

00 — Contribution

As the Product Designer, I:

  • Led end-to-end UX and UI redesign for the dependent riding and scheduling flows

  • Conducted user research including usability tests, competitive analysis, and task-based evaluation

  • Established LoopTroop’s first design system for scalable product development

  • Collaborated closely with the PM and engineering to address safety requirements & technical constraints

  • Created new interaction patterns (rider selection sheet, scheduling system, flow hierarchy)

  • Improved booking clarity and reduced rider-selection errors through iterative testing

01 — Context

Why Did This Problem Exist?

LoopTroop is a rideshare app designed for families visiting incarcerated loved ones—a population that faces significant barriers accessing correctional facilities in remote areas.

Six weeks before public launch, we conducted usability testing with 12 target users. The results were catastrophic: only 2 participants (17%) successfully booked a ride without assistance.

02 — Problem

The home screen lacked a clear focal point, creating decision paralysis.

What Testing Revealed

Users hesitated 7.8 seconds before first tap. "Wait, who's riding? I haven't even told it where I'm going yet." Wrong question, wrong time.

"Who's riding?" modal interrupts before user can orient

Low discoverability of safety-critical features

Poor visual hierarchy and inconsistent UI patterns

Outdated search and destination flow

03 — Research

What research revealed about user behavior

Research Methods

To understand why users were struggling, we conducted multiple research activities:

  • Think-aloud protocol — Asked participants to verbalize their thoughts as they attempted tasks. Revealed confusion points in real-time.

  • Follow-up interviews (n=6) — Deeper conversations with participants who struggled. Explored their context: work schedules, childcare, facility visiting hours.

  • Follow-up interviews (n=6) — Deeper conversations with participants who struggled. Explored their context: work schedules, childcare, facility visiting hours.

  • Screen recording analysis — Reviewed all session recordings, timed hesitation periods, noted where users looked and what they tried to click.

  • Competitive analysis — Tested Uber, Lyft, HopSkipDrive, Careem Kids etc, Via booking flows ourselves to identify patterns in successful rideshare apps.

Research Insight

Visitation = Planned, Not Spontaneous

100% of participants had already coordinated with facility visiting hours before opening the app

Question Order Matters

  • Users think in sequence: Where → When → Who"

  • "Asking 'Who's riding?' before 'Where?' confused users.

Map = Wrong Mental Model

Not one participant used the map to explore. All tried to type immediately.

The Central Insigh

Users don't want options at the entry point. A focal point isn't optional; it's the foundation of usable design.

04 — Solution

Why this solution was the most rational choice

BEFORE

AFTER

1

"Where to?" as Primary Focal Point

  • Research finding: 100% knew destination before opening. Asked "What's your first thought?" → All said "Tell it where I'm going"

  • Hypothesis: Leading with destination search matches mental model → faster first action

  • Validation: Time to first action: 8.3s → 1.8s (78% reduction). 14 of 14 clicked search immediately

2

Removed Map Interface

  • Research finding: Screen recordings showed 0 of 12 participants interacted with map. All looked for text input

  • Hypothesis: Map signals exploration, but users need confirmation (they already know facility locations)

  • Validation: Post-redesign: "This is clearer" (11 of 14). No one asked "where's the map?"

3

Surfaced Saved Locations on Home

  • Research finding: 16 of 18 visit same 2-3 facilities monthly. Follow-up interviews: "Why do I have to type this every time?"

  • Hypothesis: Recognition > recall (Nielsen heuristic #6). Saved locations reduce friction for 87% of trips

  • Validation: 83% of validation participants chose saved location when available. Task time: 8m 34s → 2m 41s

4

Unified Dark Mode Throughout

  • Research finding: 8 of 12 testing sessions happened 6pm-9pm (after work). Light mode: 5 participants squinted, complained of glare

  • Hypothesis: Dark mode reduces eye strain + improves legibility on older OLED screens (67% had iPhone 8 or older)

  • Validation: Trust score: 5.8 → 8.9 (+53%). Zero brightness complaints. Battery consumption reduced ~30% on OLED devices

05 — Key Learning

  • Improvement ≠ Perfection

    "Validation showed 93% success, not 100%. Remaining 7% failed due to facility address typos, not UI issues. Knowing when to stop iterating saved 2 weeks.


  • Measure What Actually Matters

    "Initially tracked completion time as 'simplicity' metric. Wrong. Time to first action (decision time) directly measured confusion. Changed what we optimized for, results improved."


  • Users Don't "Read" Interfaces

    "Assumed users would scan the full interface before acting. Reality: they looked for one thing: destination input. Design for scanning behavior, not reading comprehension."

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