The BikeLike mobile app was designed to revolutionize the cycling experience by addressing the needs and pain points of cyclists worldwide. Our UX research revealed that users were craving an intuitive and personalized platform that would help them navigate new bike routes, create their own trails, connect with like-minded enthusiasts, and track their progress.

Task

Our task was to design a mobile app that would solve the following problems:

  • As a user, I want to ride a bike outside the city, but I don't know the routes.
  • I want to create my own bike routes, but I don't have enough knowledge about the terrain.
  • I want to find a community of like-minded people to plan a trip together and organize bike tours.
  • Sometimes, I want to track my progress and set new records.

Problem

Unfortunately, existing apps failed to address these key needs. They lacked voice prompts, elevation changes, terrain considerations, route rebuilding options, and the ability to work offline. Additionally, language barriers made it difficult for users in different countries to access and utilize these apps.

Design Process

Our design process began by diving into the idea, understanding our target audience, and determining what problems BikeLike would solve. We conducted UX research to identify user pain points, goals, motivations, expectations, and usage context. This data helped us test initial ideas against user needs and create a product that users would love.

We employed JTBD (Job-to-Be-Done) framework, Personas, and CJM (Customer Journey Map) methods to inform our design decisions. These tools enabled us to:

  • Understand the true desires of users through JTBD.
  • Create collective models of users (Personas) based on research findings.
  • Visualize user interaction with the app using CJM.

We also analyzed competitors' solutions, identifying strengths and weaknesses that informed our design approach.

Tools

Our toolkit included:

  • JTBD: to understand why users bought or used a product in the past and predict future behavior.
  • Personas: to create collective models of users based on research findings.
  • CJM: to visualize user interaction with the app, identify weak points, and optimize the design.

User Flow

Our user flow stage involved creating wireframes based on the user flow we had developed. This allowed us to test and refine our design before moving forward.

By employing a human-centered approach, we were able to create an innovative mobile app that prioritizes user experience and addresses the needs of cyclists worldwide.