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Prototyping quick selection for ApplePay

ApplePay Interactions - Mobile UI Prototyping 2022

As part of the Design for Digital Systems course, we were assigned to evaluate, propose, and prototype ideas for a digital system to improve the interactions in/of the digital system or product, ideally one with which we regularly interact. For the product to prototype, I picked Apple pay card picking interaction, focusing on quick browse and selection interactions.

AWARDS

PROJECT LINK

User Testing, Research, Wireframe, Prototyping.

Solo Project
Advised by Andrew Twigg

ROLE
COLLABORATORS
TIMELINE

Origami Studio

TOOLS

2 weeks (Fall 2022)

E V A L U A T I N G I N T E R A C T I O N S

My Apple Pay experience at stores.

When I was trying to pay with ApplePay at Target, the opening and choosing card flow was quite different from my mental model. The confusing part was when I just tapped on one of the card from the stack at the bottom. I anticipated and wished it would allow me to pay with a new card right away. But there were few more unexpected steps. From this experience, I wondered what other interaction could be possible. So as a first step, I wrote down the steps to point out where the gap existed between the system and my mental model.

3 steps of card picking interaction. It switches the view twice.
  1. Activate ApplePay : Needed

  2. Unlock the default card : Sometimes convenient, sometimes feel unnecessary

  3. Tap to pick a card / open the card list in the "card selection mode" : Could be replaced.

  4. Wait and figure out the interaction into the "card selection" mode : Could be shortened.

  5. Tap on the card you want to use again : Could be shortened.

  6. Unlock the chosen card : Needed

For me, the discrepancy between the current interaction and my expectation was that when I tapped on a card from the list (Step 3) I entered another mode (Step 4) where I should repeat what I thought I just did (Step 5) instead of getting ready to pay (expectation).

 
I D E A T I N G S O L U T I O N

How do we browse and select on mobile apps promptly and precisely?

Interaction Patterns

So, I decided to reimagine the card-picking interaction. I wanted to compress browsing, targeting, confirming and unlocking process into a seamless interaction. To see what quick-selection interaction patterns exist, I browsed some other apps.



Idea Sketch


Feedback & Insights

  • There are different types of usage patterns. - Some people have 1-3 cards registered while some have more than 10 cards, including memberships, bus cards, flight tickets, door keys.

  • Prioritize the goals to achieve over the sleekness of interactions. - The wallet affordance could be revamped if necessary.

Iteration

I sketched new layouts and interactions and gathered feedback for each concept from various types of users, and ended up with 2 sketches for 2 directions each.

Speed dating

Users with 10+ cards preferred the two-column layout which shows most of the cards they registered, while users with much less cards showed interests in the simplicity of interaction in the second direction.

A user with 10+ cards on her wallet preferred the two-column layout

 
P R O T O T Y P I N G

Hi-fidelity Prototyping

Using Origami Studio, I built two prototypes for each user groups. Two-column view and carousel view.

Two-column view prototype

Carousel view prototype

Feedback

  • Users with more than 6 cards preferred the two-column view, while users with less than 4 cards preferred the carousel view.

  • The two-column view is good to see all cards.

  • When a user has only 2-3 cards, scrolling carousel one by one might be enough for card selection in the carousel view prototype.

  • In the prototype, card info is simplified. To see if it really works, it is required to test with informations from many different use cases - transportation, memberships, key, flight tickets, debit cards and credit cards.

 
R E F L E C T I O N

Achievements and Learnings

  1. It was great to create two prototypes and tested my ideas in a tight schedule.

  2. I learned that starting point could be my own pain point. However, as I ideated solutions, I learned that listening to people and analyzing existing patterns and systems are crucial to develop ideas into a valuable solution.

  3. Creating hi-fidelity prototype enabled me to focus on details of micro-interactions. I could test many different values and logics to find the most natural interactions.

  4. I enjoyed trying many different functions in Origami Studio. While trying many different logics for the same interaction, I figured what is possible and what is not using a certain patches.

Future Steps

  1. Iteration based on the feedback I got- 1) discover more use cases and detailed information to test the interactions in the real context, 2) provide view options in the user interface.

  2. Testing a few more steps of mid-fidelity prototypes until get enough detail of actual use cases.


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ApplePay Interactions - Mobile UI Prototyping 2022

Prototyping quick selection for ApplePay

ApplePay Interactions - Mobile UI Prototyping 2022

As part of the Design for Digital Systems course, we were assigned to evaluate, propose, and prototype ideas for a digital system to improve the interactions in/of the digital system or product, ideally one with which we regularly interact. For the product to prototype, I picked Apple pay card picking interaction, focusing on quick browse and selection interactions.

User Testing, Research, Wireframe, Prototyping.

Solo Project
Advised by Andrew Twigg

ROLE
COLLABORATORS
TIMELINE

Origami Studio

TOOLS

2 weeks (Fall 2022)

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