Exploring the Hypothesis of a Ryobi "Super App"

Through research, discovery and concept testing.

The Project
Role: Experience Deisgn Lead / Program Management
Team: Senior UX/UI Designer, Technical Lead
Length: 9-10 weeks
The Problem
Ryobi customers, accustomed to utilising both regular tools and mobile-connected products, encountered various challenges in their user experience. These challenges encompassed difficulties in product registration, receipt management, accessory identification, and understanding tool setup and usage. In response to these obstacles, Ryobi considered developing a customer mobile app. The primary objectives of this project were to validate or invalidate the hypothesis regarding the necessity of such an app and to conceptualise potential features to address the identified user needs. Additionally, the project aimed to test initial app concepts with customers to ensure alignment with their preferences and expectations
The Process
So far, there were no comparable offers, so my research applied to products from the field of e-learning, preferably with a focus on challenge-based learning and the target group children & adolescents.
The creation of competitive profiles (in terms of marketing strategy, target market, core business, usability, layout, navigation structure, compatibility, content, design and performance) together with SWOT analysis helped to assess current offers in this area.
Also, general advantages and disadvantages of online courses and the question of how e-learning could be integrated into the context of conventional school forms was an important part of the research.
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