SCOUT case study

Project Overview

What is it?

Scout’s mission is to provide hikers of all skill levels easy-to-access and understand trail knowledge so they can plan, enjoy, and share their thrilling adventures with others.

Goal

  • Encourage hikers of all levels to take up hiking and plan for their trip.
  • Connect users by providing physical and virtual social experiences for users to explore, gain feedback, and share with others.
  • Provide hikers with an accurate and accessible user interface to efficiently navigate their trip from start to finish.
  • Provide environmental knowledge for our users to connect and care for our planet and themselves.
  • Make hiking more accessible to users of all levels.
  • Provide users with safety resources with or without cellular service.
  • Focus on the needs and pain points of our hiker
01

Role

As part of a collaborative team of designers, I actively participated in the UX design process and took the lead in translating ideas and concepts into engaging UI designs and interactive prototypes.

02

Users

All Hikers: Hikers of all skill levels, Visiting hikers, hiking groups

03

time frame

8 weeks

Why this project?

SCOUT's collaborative efforts were driven by a shared commitment to enhance communication and safety along hiking trails. Recognizing a gap in addressing safety on less-navigated paths through traditional GPS navigation, our goal was to make hiking exciting, safer, and accessible for everyone. We dedicated ourselves to actively listening to hikers' concerns and feedback, gaining grounded insights into their needs. Beyond safety, our focus extended to ensuring a comprehensive and peace-of-mind experience for hikers throughout their journey.

Silhouette of two hikers and a dog walking along a mountain ridge

Research Methodology

01

Research

Competitive analysis, social media reviews, comments analysis.

02

Qualitative Interviews

Participants: Six hikers of all skill levels, one subject matter expert.

Components: Screener survey, consent form, informational interview (45 minutes to 1 hour).

03

Prototype & Usability testing first round

Participants: Five hikers of all skill levels (Three returning interviewees).

Components: Low-Mid Fidelity prototype, guided scenarios user testing, A/B user testing, and SUS & SUPR-Q survey.

04

Prototype & Usability testing second round

Participants: Three hikers of all skill levels (One returning interviewees).

Components: High Fidelity prototype, guided scenarios user testing, and SUS & SUPR-Q survey.

01

The competition

Full Competitive Analysis Upon Request

Competitive Analysis

Review: 5 Related resources
Result: 3 Direct competitors

Closest competitors

All Trails, Gaia GPS & National Park Service

Overview

Strengths

Opportunities

Overview

A fitness and travel mobile app used in outdoor recreational activities such as hiking, mountain biking, climbing and snow sports.

Strengths

Wide network of maps with crowdsourced information, community of users, impressive hiker safety features

Opportunities

Effective offline use, smart watch integration

Overview

A backcountry trail and camping navigator with leading navigation tools-no cell service required.

Strengths

Offline capabilities

Opportunities

Battery optimization, download speeds

Overview

Comprehensive guide to hiking and sightseeing in US National Parks.

Strengths

Information on trails as well as amenities, National Parks maps and visitor guides, 100+ year legacy including design

Opportunities

Increased desire for nature-based vacations, intuitive and clean app organization and design

02

Research Interviews

Participants: Six hikers of all skill levels

Criteria: Screeners, qualitative interviews with one interviewer and one notetaker per session, lasting 45 to 60 minutes.

Research Goal:

  • Understand why people hike
  • Gain insight into the experience of hiking
  • Learn how people prepare & locate trails
  • Empathize with challenges hikers face
  • Ideate design solutions

Criteria for recruitment: We were seeking participants aged 18 and above with any level of hiking experience.

Silhouette of a climber scaling a dark cliff face

Main findings

Full Research Analysis upon request

Humans & Nature

Hikers want to connect to nature, see interesting wildlife, and explore scenic landscapes

Navigation Challenges

Hikers are safest when they are in a group, especially when they can learn from senior, experienced hikers.

Preparation & Safety

  • Preparation is key for a positive hiking experience, hikers need to know what to pack for different hiking trips.
  • 4 out of 6 interviews revealed that hikers are not prepared for emergencies and utilize their phone even when they know service is not reliable

Amenities

Hikers need access bathrooms with plumbing and drinking water and the ability to check to see if there is food or shopping nearby. They also need to be able to access this beforehand, while planning their hike.

Central Themes & Patterns

Desire to Connect with Nature

Core Findings: 6/6 participants acknowledged this as a motivation to hike.

“I really like just being outdoors and being active. And part of it is also my just like general interest in nature.” – SKS

Navigation is Key

Core Findings: 6/6 Hikers dedicate a period of time to planning and packing. Preparing helps hikers feel safer on the trail and better equipped to handle emergencies.

“I lose internet sometimes and the downloadable maps sometimes don’t match reality so it’s scary and it would be nice to have a backup map” – ME

Safety & Preparation are Important

Core Findings: 6/6 participants felt safer hiking with friends than hiking solo, and good preparation would help them feel safer.

“I am aware of where I am and how to get back. Sometimes I need to sign in and out with the rangers for longer trips, But I always tell friends and family where I will be hiking, and share the route with them.” – TM

Social Engagement Shifts for Hikers

Core Findings: 2/6 participants were interested in social engagement. 4/6 participants looked at hiking as a meditative experience and preferred to hike with 1 or 2 friends.

“I feel like it’s my alone time to think away from the word, I am also focused on where I am stepping so it’s a chance to be more present” – ME

Research summary - Next steps

social

  • Provide an avenue for hikers to connect and join hiking groups
  • Encourage hikers to join due to safety concerns
  • User driven notes and comments on trails
  • A way to share images, reviews and trail content after a trail has been completed

Navigation & Safety

  • Help notify hikers of hazards or conditions on the trail beforehand
  • Your location on a map with directional facing location

Preparation

  • Develop a solution that will help hikers prepare for the trail
  • Pictures of trails, reviews, interesting features of the wilderness - user generated content
  • Pack list recommendations based on trails difficulty and distance

Health & Fitness

  • Give hikers fitness feedback upon completing a hike
  • Information about hike such as incline, steps, length
Silhouette of a hiker and dog on a hilltop beside pine trees

Personas & journeys

Photo of Elise

Elise

Enthusiast (Main focus)

Elise is an experienced hiker recovering from injury, who enjoys the outdoors and likes to bring along her dog for company and safety.

Photo of Amy

Amy

Suburban Mom

Amy is new to hiking and is eager to introduce her family to it, hoping to foster their connection with nature while learning about hiking safety.

Photo of Zack

Zack

Experienced Hiker

Zack, raised in an outdoorsy family, spends every moment hiking, seeking extreme trails, and sharing adventures on his blog.

Persona 1, Elise the enthusiast: profile, goals, tasks, pain points, empathy map and user journey
Persona 2, Amy the suburban mom: profile, goals, tasks, pain points and empathy map
User journey map for Amy
Persona 3, Zack the experienced hiker: profile, goals, tasks, pain points and empathy map
User journey map for Zack
Silhouette of a hiker and dog on a forested slope

Information architecture

The information architecture (IA) served as the cornerstone for SCOUT; it was the starting point where we explored how this app could operate and envisioned the diverse features it could incorporate.

Information architecture diagram for the SCOUT app

Story boards

Storyboards helped us map how hikers would plan, start, and finish a hike, shaping the core features: My Packing List, the Scout Hike button, Trail Notes, and Trail Reviews.

Storyboard: hiking preparation scenarioStoryboard: during the hike scenario

User flows

Full user flows upon request

Pre-hike

  • Browse hikes in her area
  • Filters the list to search for only beginner hikes and those that are 5 miles or under
  • Chooses a new listing, looks over trail details, current weather, suggested packing list, and adds it to the wishlist
  • Shares the trip with a friend
Pre-hike user flow screens

Mid-hike

  • Meets friend at the trailhead and starts their hike journey on Scout
  • Sets a trail note for a scenic view, takes a photo
  • Receives a trail notification for a muddy section on the path and warns her friend
  • Avoids the mud and gives the note a time stamped thumbs up
Mid-hike user flow screens

Post-hike

  • Take small Break at a suggested picnic area and proceed to finish her hike
  • Rates the trail, Leaves a comment & Adds a photo to the trail
  • Shares her uploaded photo on her social media
  • Adds this hike to her favorite hikes list
Post-hike user flow screens

A/B Testing

Option A

Hikers tap a note button on the map and choose from a grid of trail note categories, like scenic view, rest area, wildlife, or hazard. Each category opens its own note to add a photo and message, and the note is placed at the hiker's current location.

Option A prototype screens: leaving a trail note

Option B

Hikers open the Scout Hike button, which expands into a menu, and add a trail note from one form with a message, photo, and positive or hazard tags. They then drag and drop a marker to pin the note exactly where they saw it.

Option B prototype screens: leaving a trail note

Scout in action

Low-Fidelity Prototype

This completed prototype is the culmination of eight weeks of development and research.

Prototype available on request.
Low-fidelity SCOUT prototype on a phone above an open box
03

User testing

First round

Participants: Five hikers of all skill levels (Three returning interviewees).

Criteria: screeners, low fidelity prototype, guided scenario user testing, A/B testing, and SUS & SUPR-Q survey

Criteria for recruitment: We were seeking participants aged 18 and above with any level of hiking experience.

Silhouette of a hiker and dog on a ridge between pine trees

first round

1.  Trail Note Interaction (A/B)

Testers saw strengths in both options. The Scout Hike menu from Option B kept trail tools in one place, while Option A's note categories made it clearer what kind of note to leave. We combined both and added an editable pin, so hikers could place notes exactly where they saw something.

Mood board

SCOUT mood board with trail signs, maps, gear and outdoor photography

Visual design

SCOUT visual design: Helvetica Neue type, color palette, logo marks and app splash screen

High Fidelity screens

Nine high-fidelity SCOUT app screens
04

User testing

Second round

Participants: Three hikers of all skill levels (One returning interviewees).

Criteria: screeners, high-fidelity prototype, user testing, guided scenarios (35-45 minutes)

Criteria for recruitment: We were seeking participants aged 18 and above with any level of hiking experience.

Silhouette of a hiker and dog on a cliff edge under a tree

Finding #1

Trail Details

Our hikers loved

  • Seeing the trail details & amenities provided
  • Looking over reviews
  • Information was accessible and easy to navigate

things that needed improvement

  • Reviews could have a ‘sort by’ to customize viewing
  • The location of Starting to navigate your hike changed to a more prominent location in the center bottom of every screen

Heuristics Observed

#5: Error Prevention

NEGATIVE – Difficulty: 3 of 5

Users experienced frustration clicking the ‘Glen Falls’ selection from the search list as only the image and not the full card connected to the next slide.

#6: Recognition Over Recall

POSITIVE – Difficulty: 1 of 5

Users navigated through trail details efficiently, stating their information was easy to digest, and navigate their way back to. Minor changes to icons could improve this further.

Nielsen Norman Group 10 Usability Heuristics for User Interface Design

Finding 1 high-fidelity screen: Trail Details

Finding #2

Trail note

Our hikers loved

  • The idea of adding trail note and helping other hikers along a trail.
  • Opening a small “Hiker’s kit” in the corner of the map was an engaging interaction for all testers.

things that needed improvement

  • Editing the location of the note is yet to be streamlined.
  • Finding the trail notes button was a bit tricky as the “S” button hadn’t been introduced before hand and was unfamiliar to testers.

Heuristics Observed

#7: Flexibility & Efficiency of Use

NEGATIVE – Difficulty: 2.5 of 5

Users experienced frustration when editing the trail note location. Some didn’t know how to add it while some didn’t see the “Finish edit location button” on the bottom.

#2: Match System & Real World

POSITIVE – Difficulty: 1 of 5

Users knew what to do when adding a trail note and adding the note and pictures seemed intuitive. Minor changes to edit pin location required.

Nielsen Norman Group 10 Usability Heuristics for User Interface Design

Finding 2 high-fidelity screen: Trail note

Finding #3

Trail review

Our hikers loved

  • Being able to rate the trail and provide feedback after their hike.
  • Being able to add tags to the things that they saw so other hikers would know what to expect.

things that needed improvement

  • The flexibility to add a review at a later time
  • There are repeat tags in the review section

Heuristics Observed

#3: User Control & Freedom

NEGATIVE – Difficulty: 3 of 5

Some users wanted the ability to add the review at a later time. This will allow them some freedom to add the review whenever they want.

#6: Recognition Over Recall

POSITIVE – Difficulty: 1 of 5

Users recognized what they needed to do and followed the steps seamlessly as it has been familiar to other apps they have used.

Nielsen Norman Group 10 Usability Heuristics for User Interface Design

Finding 3 high-fidelity screen: Trail review
High-fidelity SCOUT prototype on a phone in a studio scene

Scout in action

High-Fidelity Prototype

This completed prototype is the culmination of eight weeks of development and research.

Prototype available on request.

Next steps

Recommendations from User Testing

  • Better resolve the design for editing Trail Note pin location.
  • The ability to skip a review until the next time you visit the app.
  • A clearer icon for main navigation menu while on a hike.
  • A more clear location for where ‘My Backpack’ resides.

Next Features to Explore

  • Scout onboarding with quick tags to customize Scout to hiker preferences
  • SOS Systems with safety products
  • Expanding ‘My Backpack’ section and Hikers profiles with clear intent
  • Apple Watch integration to allow hikers to track their hike through their watch

Lessons learned

  • Text helps add context to icons.
  • Different mental models can combine to create better UX.
  • Just because something is clear to us, doesn’t mean it’s clear to our users.

Scout for Apple Watch enables hikers to disconnect from their phones. This feature allows them to track their hike through the watch, receive safety notifications, and, in the event of a fall detected by Scout's impact sensing capability, hikers can use the watch to call 911 when necessary.

Scout on Apple Watch and a silhouette of a hiker and dog celebrating on a summit

fin

For more information or to learn more about this project, contact me at jfgechem77 [at] gmail.com

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