HubbleHQ

Hubble HQ Case Study: Viewings Dashboard
HubbleHQ is an online platform for office search, which utilises tech, data, and expert advisors to match businesses of all sizes to their perfect office in London.

As a Product Designer at HubbleHQ, I was responsible for creating delightful solutions to genuine user problems whilst identifying business needs. Through user research, testing and workshops I validated designs, and worked alongside product owners and engineers in an agile process in order to publish delightful UI and UX and help users during their office space search.

Role
Product Designer
Project Goal
Improve experience for Tenants who have viewings and improve Host engagement

Why is it a problem?
Tenants had no visibility on host availability. Hosts were declining 30% of viewings which was very frustrating for the tenant, and meant a lot of manual back and fourth through the messaging service to agree on a suitable date and time.

Target Users
Tenants (e.g. Office Managers) and Hosts (e.g. WeWork)

Constraints the team faced?
No direct access to Host calendars (e.g.API > Calendly) and schedule at the point in time so we required discovery and assistance with hosts for more information to use as data points that can help viewings management from tenant and hosts.
HubbleHQ Viewings OKRs
Discovery Phase
HubbleHQ Viewings discovery key learnings
User Centric Approach
As Product Designer it was then key to emphasise with the different archetypes' various needs and pain points. Using the personas, it was then important to think about the different user stories and how they fit into the user flow within the system.
Personas, User flows and stories
Ideation and Experimentation
Once the squad had a good understanding of the different user stories and userflow, it was then my job to articulate this research into device specific flows - from sketches through to wireframes.
Sketches, wireframes and screen flows
Building the Prototype
Once the team had put the wireframes through its paces, happy with placement of key elements and information hierarchy it was then my duty to build a prototype using Sketch and Invision. The prototype by its very nature comes with limited interactive elements, but once in front on a user gave it would give us good understanding of what wasn't working.
User Testing
It was then my duty to start recruiting a mix of tenants and hosts through various channels. I approached users that had recently been through the platform funnel with varying outcomes, advertising at our HubbleHQ Wizards of Ops Events, reaching out to the WeWork (we were based at WeWork Monument) Community. Once we had a good number of recruits, I then organised the testing sessions by planning various tasks and scenarios in which we could validate the prototype and gain some useful insight. Some testing sessions were less orchestrated and formal and involved some guerilla testing to validate specific parts of UI or UX. We also ran some AB tests through various remote platforms to gain quick insight on specifics when needed.
User testing and results workshops
Results
Once I conducted the user testing sessions or collated feedback via other means mentioned, the next step was to then synthesise the results. I had to transcribe the sessions and add notes to the testing sheets which validated task completion or fails and collected other pieces of feedback and suggestions. From this data, I then facilitating workshops like an affinity mapping session that allowed us to visualise pain points and feedback, categorise and then continue onto feature prioritisation.
HubbleHQ Viewings feature prioritisation
HubbleHQ Viewings feature prioritisation
Designs
Once we had synthesised the results, I could then iterate the designs to reflect what new features or improvements could be made across mobile and desktop. Now it was important to produce high quality UI, plus get the project files ready to handover to the engineers. It was then important to work closely with the engineer to iron out any build or accessibility issues . Then finally, correctly labelling and organising layers makes the engineers life a lot easier once inspected in the handoff platform, in our case Invision.
Mobile designs - Results, Navigation and Listing
HubbleHQ Viewings desktop designs - Results and Map
HubbleHQ Viewings desktop designs - Listing with COVID-19 messaging
Desktop designs - Listing with Native dropdown
Mobile designs - Viewing Request Modal
Desktop designs - Viewing Request Modal
Desktop designs - Listing Action Card and Viewing Request Modal
Mobile designs - social sign in and viewing confirmation
Mobile designs - viewing confirmation and suggested listings
Desktop designs - viewing confirmation
Mobile email designs - viewing request
Desktop email designs - viewing declined
Desktop email designs - viewing declined
Mobile designs - Viewings dashboard and viewing detail page
Desktop designs - Viewings dashboard
HubbleHQ Viewings mobile designs - Viewings detail page
Desktop designs - Viewings detail page
Desktop designs - Viewings detail page
Mobile designs - Viewings messaging
Design System
At HubbleHQ, I was the champion for the design system and managed the components in partnership with the lead engineer. Once the designs were handed over to the engineers, the next step was to look at building the components in Sketch, making use of the responsive and override features. If the component graduates into the design system, it was important to ensure it could be used by other designers in the future enabling them to quickly build new prototypes and features.
HubbleHQ Design System
HubbleHQ Design System
HubbleHQ Design System
Did the project meet its goals?
Tradeoffs
Any changes looking back?
What I learnt from the experience