crowdsourcing for free resources

Collaborated on an open-source project through Code for Philly to develop a crowdsourced platform mapping free resources across Philadelphia. Worked as part of a cross-functional team to support local accessibility and civic engagement.

crowdsourcing for free resources

Collaborated on an open-source project through Code for Philly to develop a crowdsourced platform mapping free resources across Philadelphia. Worked as part of a cross-functional team to support local accessibility and civic engagement.

crowdsourcing for free resources

(PHLASK: a pun on the word ‘flask’ to also symbolize Philadelphia (PHL) + Ask; to ‘phlask’ for water)

The PHLASK mission is to help people find publicly available free resources, and to encourage private enterprises to provide public access to their water infrastructure.

overview

overview

overview

Tools

Figma

Github

Trello

Illustrator

Zoom

As the first volunteer UX designer on the team when I joined, I led the product design process from 2021 to 2024. Although the site was already live, I decided to create a design system from scratch while overhauling the existing design.

As new designers joined I took on the role of a circle convener from keeping track of tickets, onboarding new members, and facilitating decision making. I also created a review process workflow in order for better communication with the development team, and for a tighter feedback loop for the design approval process.

The Challenge

There were a few long term goals that we wanted to achieve with the app. Ultimately, we wanted to create a feeling of interconnectedness between Philadelphians by increasing accessibility to resources and reduce waste. To accomplish this we knew the app had to be successful in a few ways:

  • Establish a user base that will think of the app to add resources to the map when they come across any in their everyday lives

  • Have enough resource sites that the app will be useful to people

  • Encourage establishments to allow public access to their resources

REsearch & define

REsearch & define

REsearch & define

INITIAL RESEARCH

When and how do people find free resources?

INITIAL RESEARCH

When and how do people find free resources?

INITIAL RESEARCH

When and how do people find free resources?

Since we did not have an established user base yet, we started with some assumptions of who our demographic might be. We wanted to find people who look for free resources already, or would benefit from them. With surveys and interviews we gathered data about people's interests and habits around needing and finding free resources.

We interviewed people from different backgrounds, ranging from grandparents living off benefits to professionals who travel throughout the city like mail carriers. I focused on people who used a community fridge in my area. I was able to get a deeper understanding of how the resources are used, their ideas on how to make it better, and what further resources could be useful.

COMPILING THE RESEARCH

Each resource warranted its own persona

COMPILING THE RESEARCH

Each resource warranted its own persona

COMPILING THE RESEARCH

Each resource warranted its own persona

From the research we realized that some user groups would be more specific to certain resources, so we decided to create user personas for each resource: water, food, bathrooms, and foraging.

A mail carrier was assigned to the bathroom resource as having bathroom options can relieve an everyday stress.

Design & Test

Design & Test

Design & Test

THE DESIGN SYSTEM

Maintaining consistency and scaling design

THE DESIGN SYSTEM

Maintaining consistency and scaling design

THE DESIGN SYSTEM

Maintaining consistency and scaling design

I established a library in Figma for styles, components, and assets as a source of truth for both designers and developers. This made the design process more efficient by allowing the reuse of components. The main challenge for the visual design was to have different “themes” for each resource map, while keeping a coherent style for the overall app.

Using the foundation of feather icons for most of the icons, I also made new icons for any specific tag category we might need.

Using the foundation of feather icons for most of the icons, I also made new icons for any specific tag category we might need.

Components
Components keep things consistent and making sure it aligns with the design system. We followed the concept of atomic design as much as possible, building from the smallest pieces and combining them to make larger elements. This displays components in an easy way for newcomers and creates a flexible design system.

THE REDESIGN

Restructuring for flexibility: making room for future resources

THE REDESIGN

Restructuring for flexibility: making room for future resources

THE REDESIGN

Restructuring for flexibility: making room for future resources

When I joined the project there were only two maps for water and food, but there were already plans for foraging and bathrooms. In order to accommodate more resource types, the first iteration combined all the resources into one pop up menu, shifting the map tools to the navigation bar. This also allows for flexibility in case more resources are added. It also felt important to have as many things labelled as possible if they weren’t typical buttons a user would be used to.

Resource maps were combined to a menu for ease of expansion

Resource maps were combined to a menu for ease of expansion

Resource maps were combined to a menu for ease of expansion

Search is made prominent and grouped with filters

Search is made prominent and grouped with filters

Search is made prominent and grouped with filters

Touch target area for menu expanded with logo

Touch target area for menu expanded with logo

Touch target area for menu expanded with logo

PROTOTYPING + TESTING

Round 1: Testing flows and the central button

PROTOTYPING + TESTING

Round 1: Testing flows and the central button

PROTOTYPING + TESTING

Round 1: Testing flows and the central button

We conducted think-aloud usability tests to observe how users interact and understand the app. One of the main objectives was to show the team that the central button was not intuitive. We wanted to cover a few things in our tests:

  • Can users understand what the "PHLASK" button does, whether learning from the onboarding or exploring

  • Is it intuitive to open a map pin and see the full description

  • Switching between different resource maps

  • Filtering resources on a map

  • Adding a resource to a map

Drag to look around


Drag to look around


Drag to look around


Findings
The results were mostly straightforward and simple: icons could be bigger and clearer, and some things were missing that the user expect when using maps, like the find my location feature. The issues were ranked by severity from minor cosmetic problems to high priority fixes that affect the user experience.

The most interesting point of confusion was the central button that was supposed to be the crux of the app: finding a resource closest to you. The logo of the button could be mistaken as a visual for water, which confused participants as there was no additional feedback when switching between maps.

Findings
The results were mostly straightforward and simple: icons could be bigger and clearer, and some things were missing that the user expect when using maps, like the find my location feature. The issues were ranked by severity from minor cosmetic problems to high priority fixes that affect the user experience.

The most interesting point of confusion was the central button that was supposed to be the crux of the app: finding a resource closest to you. The logo of the button could be mistaken as a visual for water, which confused participants as there was no additional feedback when switching between maps.

REvisions

REvisions

REvisions

PROTOTYPING AND TESTING

Round 2: A more interactive prototype

PROTOTYPING AND TESTING

Round 2: A more interactive prototype

PROTOTYPING AND TESTING

Round 2: A more interactive prototype

Developing a functional prototype allowed users to be more hands on with the app in a virtual meeting. With the features and functionality of the app to be demonstrated more naturally, it made it easier to see whether all the elements were integrated seamlessly.

For this round of usability tests we wanted to confirm whether our solution made sense to the users. Most of the scenarios were the same except we wanted to also test the functionality of the menu, the desktop version, as well as get insight into how people feel about onboarding.

Findings
We were going in the right direction: the central button reflecting which map the user was on was more intuitive. However, the label still caused confusion and people were not sure what it did, although it was explained in the onboarding.

There were also some lower priority issues:

  • The copy of the filter groups were confusing

  • we realized that it was important to show that the site won't be immediately added because it needs to be reviewed.

  • There was more clicking involved on desktop than was needed, hover states were not taken advantage of.

  • Confirmation that things are correct and up to date - more of a project than the other issues.

Reflections

Reflections

Reflections

NEXT STEPS

Temporary resources

Implementing and testing of temporary resources like community workshops and seasonal giveaways.

Research with a userbase

User profiles & interactivity

Getting to know our stakeholders

NEXT STEPS

Temporary resources

Implementing and testing of temporary resources like community workshops and seasonal giveaways.

Research with a userbase

User profiles & interactivity

Getting to know our stakeholders

NEXT STEPS

Temporary resources

Implementing and testing of temporary resources like community workshops and seasonal giveaways.

Research with a userbase

User profiles & interactivity

Getting to know our stakeholders

MAIN TAKEAWAYS

Preventing scope creep

I think one of the main things I have learned by working with a bigger team is the importance of scoping, so the Devs have goalposts that aren’t constantly moving. UX design is naturally iterative and resisting the urge to keep improving things and adding new features was difficult.

Leadership for a better product

MAIN TAKEAWAYS

Preventing scope creep

I think one of the main things I have learned by working with a bigger team is the importance of scoping, so the Devs have goalposts that aren’t constantly moving. UX design is naturally iterative and resisting the urge to keep improving things and adding new features was difficult.

Leadership for a better product

MAIN TAKEAWAYS

Preventing scope creep

I think one of the main things I have learned by working with a bigger team is the importance of scoping, so the Devs have goalposts that aren’t constantly moving. UX design is naturally iterative and resisting the urge to keep improving things and adding new features was difficult.

Leadership for a better product

Keep reading…

Gmail: an organization feature

Siddiq's: responsive website for a local business

Curbalert: end-to-end free marketplace

Keep reading…

Gmail: an organization feature

Siddiq's: responsive website for a local business

Keep reading…

Gmail: an organization feature

Siddiq's: responsive website for a local business

Curbalert: end-to-end free marketplace