PRODUCT DESIGN

UX RESEARCH

MOBILE APP

2025

Find-e.

Find-e.

Hyper-local

Hyper-local

gig marketplace

gig marketplace

2X

2X

Usability Test rounds

Usability Test rounds

5

5

User Interviews

User Interviews

4

4

Critical UX Issues Identified

Critical UX Issues

Identified

6 Weeks

End-to-end Timeline

Overview

Bridging trust and flexibility in the gig economy

Bridging trust and flexibility in the gig economy

Find-e is a hyper-local gig marketplace that replaces rigid schedules with on-demand tasks, and stranger-danger with verified profiles. We designed a community-first platform where trust is the currency and proximity is the filter.


Built using the Double Diamond framework with an additional Iteration Loop; I didn't just ship a pretty interface, we validated one.

MY ROLE

UX Researcher

UI Designer

TEAM

4 Designers

TIMELINE

6 weeks

METHODS

User Interviews

Affinity mapping

Usability Testing

Hi-Fi Prototyping

UEQ Evaluation

Double Diamond

MY SPECIFIC CONTRIBUTIONS

Led the employer interview protocol, synthesized affinity maps, designed the hi-fi employer flow, and ran the UEQ/SEQ evaluation analysis for version 1 & 2 of employer user group.

PROBLEM

Existing gig platforms fail two groups in opposite ways

Existing gig platforms fail two groups in opposite ways

Platforms like TaskRabbit and Fiverr are built for scale, not locality. They leave workers commuting 45 minutes for a 20-minute task, and employers nervously letting unverified strangers into their homes. I saw an opportunity in the 2-mile radius.

🏠

Employers need trust

Letting someone into your home requires more than a star rating. Employers told us they'd pay a premium for verified, community-vouched workers but platforms gave them anonymous profiles.

📍

Workers need proximity

Students and part-time workers can't justify a 40-minute commute for a 2-hour gig.

Proximity wasn't a nice-to-have, it was the deciding factor for whether the gig was worth taking.

"I'd really like to know if the other person has been verified by the platform by any means or is random fake profile."

"I'd really like to know if the other person has been verified by the platform by any means or is random fake profile."

— Participant, Round 2 Usability Testing

— Participant, Round 2 Usability Testing

01 - DISCOVERY

5 Interviews.

Two conflicting needs.

5 Interviews.

Two conflicting needs.

I ran separate interview protocols for workers and employers, because their jobs are fundamentally different. The goal wasn't just to find pain points; it was to understand the mental models each group brings to a gig transaction.


3 workers (students, part-time earners) and 2 employers (busy professionals, parents) gave us enough signal to map a clear tension.

Trust

Employers' #1 concern. Verification, community vouching, and safe messaging topped every employer interview.

Employers' #1 concern. Verification, community vouching, and safe messaging topped every employer interview.

Flexibility

Both groups wanted on-demand, not scheduled shifts. Students need gigs that fit between classes.

Both groups wanted on-demand, not scheduled shifts. Students need gigs that fit between classes.

Proximity

Workers' deciding factor. "Is this gig worth the travel?" was the first question — platforms gave no answer.

Workers' deciding factor. "Is this gig worth the travel?" was the first question — platforms gave no answer.

Anxiety

Both groups felt it. Employers feared unreliable workers; workers feared unsafe environments.

Both groups felt it. Employers feared unreliable workers; workers feared unsafe environments.

Affinity Mapping

Synthesized from interview transcripts; two separate maps for each user group.

EMPLOYEES

EMPLOYEES

CORE TENSION

CORE TENSION

Employers optimize for trust. Workers optimize for proximity. A platform that solves one without the other fails both.

Employers optimize for trust. Workers optimize for proximity. A platform that solves one without the other fails both.

Main User Groups

Two distinct user groups emerged, each with a different primary motivation and a different definition of a successful gig.

EMPLOYEES

EMPLOYEES

How would James use this app?

I started mapping end-to-end journeys, which revealed where friction compounded, and where a small design decision could break the whole user experience.

Hypothesis Statements

We translated research insights into testable hypotheses, one for each user group, to anchor our design decisions in validated assumptions.

02 - IDEATION

From conflict to concept

From conflict to concept

With two users who need opposite things, we had to design a product that didn't compromise either. We mapped user flows for 2 core tasks per group before touching screen, because the architecture had to be right before the UI.

User Flows

Four key task flows, two per user group. These became the skeleton of every design.

Initial brainstorming on paper: Sketches & Wireframes

Paper-first. I sketched fast to explore multiple directions before committing to any layout.

Giving life to the rectangles on the paper: Low-Fidelity Prototype

Before any visual design, we built lo-fi screens to test the core flows and catch structural issues early.

03 Testing Round 1

Catching critical failures before high-fidelity

Catching critical failures before high-fidelity

We tested the lo-fi prototype with real users before investing time in visual design. Two critical issues surfaced — both structural, not cosmetic. This is why we test early.

01

Lack of Identification

Users had to scroll back to confirm who they were talking to, causing confusion and drop-off in the chat flow.

✓ Fix: Added persistent recipient name + avatar header to all message threads

02

Location & filter system was confusing

Users couldn't determine their current search radius, and filters were presented without clear hierarchy. The map-based interaction felt disconnected from the list view.

✓ Fix: Added visible radius indicator and redesigned filter panel with progressive disclosure

04 - DESIGN LANGUAGE

Style guide & component library

Style guide & component library

A consistent design language was essential for a dual-sided platform. We established tokens for color, typography, and spacing then built reusable components that could flex across both user flows.

Micro-Interactions

Small moments of delight that build confidence and communicate system status. These had a measurable impact on our Stimulation scores in UEQ testing.

05 - High Fidelity Designs

Two Versions. One Validated

Two Versions. One Validated

We designed two complete versions, iterating directly from usability feedback. Version 2 wasn't a visual refresh; it was a structural fix driven by specific user failures in round 2 testing.

Version 1

Initial hi-fi used for first round of testing

Initial hi-fi used for first round of testing

06 Testing Round 2

Two more friction points caught

Two more friction points caught

We tested the hi-fi prototype and found issues that only surface at high fidelity where users form real expectations about how things should work.

01

Chat search was mistaken for global search

Chat search was mistaken for global search

✓ Fix: Moved to contextual in-chat menu, removed ambiguous placemen

✓ Fix: Moved to contextual in-chat menu, removed ambiguous placemen

02

Hiring progress tracker had no stage labels

Hiring progress tracker had no stage labels

✓ Fix: Added explicit stage names (Applied → Shortlisted → Hired) to all progress steps

✓ Fix: Added explicit stage names (Applied → Shortlisted → Hired) to all progress steps

07 - High Fidelity Designs

Revised Version

Revised Version

Version 2

Final validated design

Search for candidates within certain radius and contact them

Choose among suitable candidates and choose

08 - EVALUATION

08 - EVALUATION

What the data told us

What the data told us

We used two quantitative tools to measure user experience beyond gut feel: UEQ (User Experience Questionnaire) for subjective impressions and SEQ (Single Ease Question) for task-level ease. Here's what we learned.

We used two quantitative tools to measure user experience beyond gut feel: UEQ (User Experience Questionnaire) for subjective impressions and SEQ (Single Ease Question) for task-level ease. Here's what we learned.

UEQ _ EMPLOYEES

Stimulation rose in V2.

Stimulation rose in V2.

Attractiveness held steady.

Attractiveness held steady.

→ Stimulation was higher in V2 — likely driven by added micro-interactions

→ Attractiveness and Novelty stayed stable between versions (same color system)

UEQ _ EMPLOYERS

Novelty flagged a future

Novelty flagged a future

opportunity.

opportunity.

→ Efficiency scores were consistent — the core flow worked well in both versions

→ Low Novelty signals a future design direction: more differentiated visual language

SEQ _ TASK EASE (EMPLOYEE)

Post a Job scored lowest (5.8/7).

Texting scored highest.

→ "Post a New Job" — 5.6/7 in V2, down from V1. Entry point needs redesign.

→ "Text an employee" — consistent across both; messaging UX is solid

SEQ _ TASK EASE (EMPLOYER)

Application continuation showed the

biggest gains.

→ Login and continuing an application saw noticeable rating jumps in V2

→ Confirms: users prefer simple features that are easy to discover

09 - Next Steps

If given more time, here's where I'd focus

01

Redesign the "Post a New Job" flow, it scored the lowest of all tasks. The entry point is buried.

02

Run a longitudinal study to understand if trust and proximity perceptions shift with continued use.

03

Explore a community-vouching feature, the trust theme surfaced in every employer interview but never made it into scope.