DawnDash Usability Testing (continuation)

OVERVIEW

Dawndash is a mobile app designed to help users build consistent morning running habit in just 10 minutes a day. The app focuses on habit formation, motivation, and ease of use.

I focused on creating a clean, user-friendly design that keeps things effortless. The goal was to make running feel achievable and rewarding.

MY ROLE

UX-UI Designer, Storyboarding, Visual Design, Style Guide, Prototyping, Wireframing, User flow and site mapping

TIMEFRAME

8 Weeks

TOOLS

Figma, FigJam, Miro

THE CHALLENGE

A significant challenge was creating an app that felt motivating yet simple, encouraging users to stick with their running routine without overwhelming them. Providing a smooth experience for users of all levels is another challenge. I had to carefully balance simplicity and motivation to keep users engaged.

PROJECT GOAL

The goal of the DAWNDASH app is to help users build a consistent habit of morning exercise by guiding them through a quick, 10-minute run, with a focus on habit formation, motivation, and user engagement for daily physical activity.

Link to testing canvas

Usability Test insights & analysis

Usability Testing Summary

A total of 6 usability test were conducted, 3 in-person and 3 via zoom. Achieved 87.5% task success rate with no failed tasks. Participants appreciated the idea of running with nearby people, app felt clean & easy to use and discovering new routes feature was fun. What users found challenging was finding rewards section & some buttons or sections had unclear labels.

Participants

Total Number

6

Total Time

3.2 hrs

Total Issues

28

Confidence

& Ease

93%

Success Rate

87.5%

Delighters

56

Completed

tasks

48

Countries

1

Test Data

Findings

Average

Scores

USABILITY TESTING TASKS

5

Icebreakers

8

Tasks

8

Post Survey

Questions

TASK SUCCESS RATE

87.5% of the tasks were successfully completed by the participants.

Ease & Confidence Score

ANALYSIS

Task difficulty bar graph

Decision tree for classifying the severity of a usability problem.

Frequency Matrix

Prioritizing Usability Findings for Optimal Impact

Post the Usability Testing I prioritized the critical and general feedback received in the area of improvement. In this Diagram the y-axis showcases how many participants faced the issue and the x-axis showcases severity of the issue

Usability Testing

TASK ANALYSIS

SCAMPER

Run Detail Page: SCAMPER - Modify

Community Section: SCAMPER - Eliminate

People Nearby: SCAMPER - Modify

Explore New Places: SCAMPER - Combine

Key Takeaways

  • Users often offer surprising insights that reveal new opportunities for design improvements.

  • The features you’re most passionate about might not hold the same value for users.

  • Simple changes helped a lot- Just fixing labels or buttons made the app easier to use.

  • Clear words & terminologies matter- Confusing labels made people stuck, clear ones helped them move fast.

Create a free website with Framer, the website builder loved by startups, designers and agencies.