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giniro.eth edited this page Mar 9, 2026 · 9 revisions

Phase I: Analyzing Users, Competitors, and Initial Designs

Introduction

Unstuck addresses a critical problem that is the lack of accessible, trustworthy, and affordable automotive guidance for non-professionals. When warning lights appear or repair estimates seem high, most car owners lack the knowledge to make informed decisions. Existing solutions force users to choose between unreliable free advice or expensive professional consultations, leaving vulnerable populations at risk of being overcharged or making unsafe decisions. During Phase I, our team conducted competitive analysis of five platforms, performed heuristic evaluation of "Uplook", and developed three detailed personas with usage scenarios representing non-professionals, DIY enthusiasts, and professional mechanics. These research methods revealed critical gaps in existing solutions that is poor transparency, forced subscriptions, and lack of quality tracking, which directly informed our initial interface sketches prioritizing cost transparency, user control, and refund guarantees.

Methods

When we were researching for Unstuck, We performed different research methods to give us a better idea about what do other applications used in their apps and what can we do to improve them. The first part of the research was the competitive analysis, where we took a look at different apps and noted what strengths they had for their apps and what can we do to improve these issues so we can be able to compete with them. The UX team selected five competitors, with each having their own features for the app. Each of these competitors were evaluated by the following categories: Strengths, Weaknesses, Price, and Quality. The additional category that we look at was the features, which did help with the overall analysis of the products.

Another research method that we used was heuristic evaluation. Our team chose only one competitor that was performed on and we took a little bit more depth in looking at. In doing the heuristic evaluation, we saw how the app was controlled, how it looks, how much freedom does the user have when asking for car requests, and how much does the app prevent refunds. "Uplook" was the app we chose to evaluate, as it was the one that was very similar to our design of the app and it was well developed for the user. "Uplook" has been evaluated, and it was given a score between 1-10 in these categories that we were look at like: Visibility of System Status, Match between Systems, User control and freedom, Consistency and standards, Error prevention, Recognition rather than recall, Flexibility and efficiency of use, Aesthetic and minimalist design, Help users recognize, diagnose, and recover from errors, and Help and documentation. These categories were the notes that were taken on in each areas to see what were its strengths and weaknesses.

With the creations of Personas, the UX users gained an understanding in how the users should interact with the Unstuck app. We created some users and gave them detailed backstories and goals. For each of these personas, the UX team created situations in which the individual would use or need to use Unstuck or a similar app.

Findings

!!! For each research method, detail each of the findings to clarify new discoveries of users' needs !!!

Conclusions

!!! Discoveries derived from the methods and their findings. Interpret how the findings translate into new insights into UX design recommendations. Describe those recommendations and how they should shape future work. In this section, include the new design recommendations based on the latest user insights. !!!

Caveats

!!! Considerations and/or limitations to the methods you chose and the findings/conclusions drawn from them. In other words, give warnings if there are limitations to your research such as not being able to find enough users of a particular demographic, the methods not being able to expose certain information, assumptions you made, etc. !!!

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