Goal Statement

Down to Aisle is a Web and Mobile application designed to generate connections between people who are interested in inter or intra cast marriage.

My Role

  • User Experience Researcher: Conducted interviews, surveys, and pain-point analysis.
  • User Experience Designer: Designed lo-fi prototypes and conducted usability testing to refine designs.
  • User Interface Designer: Created high-fidelity mockups and iterated designs based on feedback.
  • Interaction Designer: Developed interaction guidelines and researched user-technology dynamics to inform design.

Background

In today's fast-paced world, balancing responsibilities often leaves little time for managing essential tasks like finding the perfect life partner. With time and resources in short supply, leveraging information technology has become more than a convenience—it's a necessity for streamlining matrimonial services.

Down to Aisle bridges this gap by offering a comprehensive web portal tailored to meet the diverse needs of users. Whether you're a prospective bride or groom, a concerned parent, or a trusted vendor, this platform provides a seamless experience. Users can effortlessly register, explore potential matches, and connect with a variety of service providers.

Through an intuitive interface, visitors can access both static and dynamic content, offering a wealth of relevant and essential information. By combining innovation with accessibility, Down to Aisle transforms the traditionally complex process of marriage arrangements into a simple, efficient, and enjoyable journey for all.

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The Process

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Research

  • Understanding the problem
  • Gathering insights
  • Goals and Requirements
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Ideation

  • Conceptualizing solutions
  • Crazy Eights
  • Narrowing scope
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Usability Testing

  • Gaining user perspective
  • Re-evaluating solution based on feedback
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Design & Prototype

  • Interface Designing
  • Creating interactive prototypes

Personas

Persona 1 : Neha Sharma (The Career-Oriented Match Seeker)
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Persona 2: Ritu Mehta (The Family-Oriented Decision Maker)
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Main Findings

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COVID-19 Pandemic

It is really tough to find and visit the partner in the COVID-19 pandemic lockdown.
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Feel Shy

Shy people prefer to talk to their partners virtually.
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Expectations

It is really significant to find the partner in accordance to the preferences.
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Cost

The cost has to be affordable to all the target audience.

User Journey Map

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Story Board

Mahek Mehra's Journey

Mahek Mehra is an independent and determined woman ready to find her life partner. However, the COVID-19 pandemic and lockdowns have made traditional matchmaking difficult, prompting her to turn to online platforms. She is clear about her preferences—seeking a partner from her caste and community while ensuring compatibility and shared values. For Mahek, privacy is non-negotiable, and she prefers a platform that keeps her personal details secure until a suitable match is found.

Once matched, Mahek values the opportunity to connect through private chats, followed by virtual meetings to build a deeper understanding. By leveraging technology, she hopes to navigate these challenges and find a meaningful connection that aligns with her expectations and aspirations.

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Design Architecture

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Starting the design

(Mobile View)

Wireframes and Paper Prototypes

Utilizing the Site Map and combining the vision from the storyboards I was able to identify three key user flows. Combining this knowledge with the Interface Sketches, I transformed these user pathways into paper prototypes.

Low Fidelity

Using the completed set of digital wireframes, I created a low-fidelity prototype. Developed initial prototypes to visualize and test core user flows, focusing on functionality and structure. These prototypes facilitated early-stage feedback and iterative improvements, ensuring the designs aligned with user needs and project goals.

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Style Guide

The visual system needed to be clean and simple due to the large amounts of textual information present. I went with Mulish as the font. The headings were differentiated using font weight.

The iconography consisted of rounded edge symbols that helped with the readability. As previously stated, I had to iterate on the icons based on user feedback to clarify what I was trying to say with them.

Typography

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Colors
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Final Designs


Check out the complete Figma file
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Usability Testing

To ensure the platform truly met user needs, I conducted a round of usability testing, focusing on gathering actionable feedback to refine the design. This process was critical for identifying and addressing preconceived biases that may have emerged during the research and ideation phases. By listening directly to users, I aimed to create a product that resonates with their expectations and improves their overall experience.

The study utilized guerrilla testing, a fast and cost-effective method to gain insights. Conducted over a span of three days in India, the testing involved three participants representing the target user base. Each participant was asked to navigate the platform, complete key tasks, and share their impressions. Their feedback highlighted usability challenges and areas for improvement, enabling me to iterate and enhance the designs for better functionality and user satisfaction.

This iterative approach ensured the design was rooted in real user behavior and expectations, resulting in a more intuitive and user-friendly platform.

Change background in Spash Screen
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Neumorphism design changed to Flat UI and Card redesigned
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Study Type

Guerilla Testing

Location

India

Participants

3

Length

3 Days

Matrices of Usability Testing

1. Success Rate
What it measures: The percentage of tasks users successfully complete without assistance.
Why it's important: It provides a clear indication of how intuitive and functional your design is.
Example: If 4 out of 5 participants can complete the "Create Account" task, the success rate is 80%.

2. Time on Task
What it measures: The amount of time users take to complete a specific task.
Why it's important: Shorter task times generally indicate better usability, as users can achieve their goals more efficiently.
Example: If it takes an average of 2 minutes to find and view a potential match, it shows an efficient flow.

3. Error Rate
What it measures: The number of mistakes users make while attempting to complete tasks.
Why it's important: High error rates can indicate confusing navigation, unclear instructions, or poor design choices.
Example: If users frequently click the wrong button when submitting a registration form, it highlights an issue with the button placement or labeling.

4. User Satisfaction (Likert Scale)
What it measures: How users feel about the platform's ease of use and overall experience, typically rated on a 1–5 scale.
Why it's important: Captures subjective user opinions, providing valuable insights into how users perceive the design.
Example: Asking, "How easy was it to find a match on the platform?" with 1 being "very difficult" and 5 being "very easy."

1. Feedback
  • Learning to distinguish good and bad feedback.
  • I can receive contradictory feedback, in which case I have to evaluate opportunity cost.
  • I don't have to implement every piece of feedback I receive. It has to cater to the scope of my project and problem statement.

2. Improvements
  • I would expand my user group to people other than hindu religion, from all phases of project.
  • I learned a lot from usability testing, not asking leading questions, knowing when to prompt a participant, etc.
  • Explore more design patterns and iterations of the final design


Explore more works


Down to Aisle | Matrimony App Admin Panel

PROTOTYPING • UI DESIGN • UX DESIGN

Designing an intuitive and efficient admin panel to streamline matchmaking operations and enhance user management for Down to Aisle.

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PASSION PROJECT • UX DESIGN • PROTOTYPING • UI DESIGN

Dine Out is a food ordering app that orders the food for you and restaurants keep the food ready before you reach.