Mobile app · UX project

Mobinft

I researched and prototyped a purchasing journey for people with no prior NFT experience. Two rounds of usability testing informed the changes to the flow.

of usability testing
2rounds
6 participants in the first; 5 in the second.
Role
Product Designer
Timeline
2023
Focus
ResearchWeb3 onboardingUsability testing

Context

A digital key for travel

Mobinft used an NFT-based digital key to provide access to autonomous vehicle rides from airports.

Mobinft project coverEnlarge image ↗
Mobinft: a digital key for accessing rides.

Problem

Unfamiliar concepts and steps

People with no Web3 experience had to understand unfamiliar concepts and complete technical steps before buying the key.

Objective

The business objective

Help new users understand each step and complete the purchase with clear guidance. As a business objective, the goal was to grow the customer base by 20%.

Discovery

What the research revealed

During research, people struggled to understand the concepts and terms used in the purchase. The first wireframe therefore included onboarding that introduced those concepts before the purchase.

Approach

Guidance during the purchase

I tested the first wireframe with six participants who had no previous NFT experience. Their questions about the onboarding tutorial informed changes to the order and presentation of the concepts. Some guidance also moved into the purchase flow.

Solution

A refined interface

A second round with five participants then evaluated the high-fidelity interface.

Montage of high-fidelity Mobinft screensEnlarge image ↗
Final interface refined with research findings. Enlarge to explore the screens.

Impact and learnings

Better comprehension, a new ambiguity

The second round showed improvement in tutorial comprehension but revealed a new ambiguity: during the purchase, participants chose "marketplace" more frequently than "key." This finding showed that terminology and purchasing options still needed refinement.

Enlarge image

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