Case study / 04

Hoop Carpool

Summary

Hoop Carpool was created with the mission of improving urban air quality and enhancing everyday life in the city. This innovative platform enables users to share their daily commutes, allowing others to join their rides. By increasing vehicle occupancy, Hoop Carpool plays a key role in reducing traffic congestion and improving overall traffic flow. My task here was to design an app to achieve this purpose.

Role
Main UX Designer
Timeline
8 months
Company
Hoop Carpool
Platform
Android & iOS

01

My Role

As the sole UX Designer at Hoop Carpool, I was responsible for leading the redesign of the product, building on the foundations of an existing first version. My role spanned the entire design process, from research and strategy to hands-on design and iteration.

I conducted user surveys, created UX Blueprints, and facilitated usability testing sessions to identify pain points and opportunities for improvement. Based on these insights, I redefined user flows, wireframes, and UI components to deliver a smoother and more engaging experience.

I collaborated closely with Product and engineering teams to align business goals with user needs, and polished the experience into a more cohesive and scalable new version of the app.

Which, by the way, you can download

4.1 rating

243 reviews

50k+ downloads on Google Play

02

The First Step

The product was already defined by the Product Owner, my duty was to make it tangible. Still, I wanted to understand as much as I could, and first, I wanted everyone in the team (9 people) to be aligned. We needed some more clarity, and to identify the aspirations, goals and approaches we would orbit around.

That's why I gathered the whole team so together we could fill a UX Blueprint.

Why?

  • We needed to align multidisciplinary teams.
  • Although the idea was defined, we were still in the product discovery phase.
  • The service not only included technological, but also human interaction.
UX Blueprint: challenges, aspirations, focus areas, guiding principles, activities and measurements filled in with the whole team
The UX Blueprint, filled in together with all 9 people on the team.

03

User Personas

With the survey responses steadily coming in, I moved forward with the development of our User Personas. These personas were built upon key behavioral patterns, needs, and pain points identified in the collected data. While the surveys continued to gather valuable input, I simultaneously focused on defining the application's structural blueprint and establishing the visual direction, so both evolved cohesively.

Two user personas: Álex, a 35-year-old business man commuting by car, and Celia, a 20-year-old university student

Now that we had quick access to whom we were designing for, we could try to picture the experience for them in the next step

04

User Flow

With the main two target users identified, I needed to design the ideal sequence of steps to meet their objectives within the product. For this, a diagram such as the User Flow would work great: it takes that mapped experience and translates it into a logical, structured path, defining the screens, decisions, and possible routes a user follows to complete a task efficiently and without friction.

Since the developers were sitting right next to me, we decided to focus on the Happy Path first, figuring out possible constraints on the go.

User flow for creating and editing a weekly routine
Routine edition / creation flow
User flow for deleting a trip, with the cancellation confirmation branch
Delete trips flow
User flow for matching with drivers or passengers and sending a trip request
Trip requests flow

05

User Testing

For the new User Flow, we didn't have anything built, and the current version of the app didn't cover the new steps. We had to check if the whole idea made sense real quick. So I prepared some really, really low fidelity wireframes.

  • Real-time feedback helped spot pain points early.
  • Layout and navigation were adjusted before moving to high-fidelity.
  • This saved time and focused the design on what really mattered.

While I no longer have access to detailed data from those sessions, the early insights were crucial in shaping the final product.

Twelve paper wireframes laid out on a table, sketching the onboarding, routine setup and trip matching flow
Real, really low fidelity wireframes.

06

Hoop Evolution

With the low-fidelity flow validated, it was time to bring Hoop from paper to product. The home screen went from a bare V0, built around a simple "driver or passenger" choice, to a V1 where routines, upcoming trips and a full navigation bar came together into one coherent home.

Home screen evolution from V0 to V1, via a low fidelity paper wireframe in between

Also the app flow grew quite a bit!

Full app flow diagram covering onboarding, routine creation, trip requests, driver acceptance, profile and wallet

Some additional screens

Ten additional screens: onboarding, sign up, address setup, trip matches and wallet

07

Additional Work

Sometimes I lend a hand to make some marketing-oriented designs.

Vertical totem designs presenting Hoop Carpool and explaining how it works
Designs for a vertical totem
Flyer design shaped like a car, asking 'in your car or mine?'
Flyer design
Six Google Play store screenshots showcasing the app's key features
Pictures for the Store

08

The Challenge

As my first role as a designer, and my first experience in a tech company, I initially felt intimidated by the unknown. This project became a true baptism by fire, but through user testing and continuous iteration, it evolved into a product I'm genuinely proud of. I was also lucky to be surrounded by an incredibly supportive and inspiring team.

Learnings


  • Take care of your developers: clear, well-documented Figma or Zeplin files go a long way.
  • You'll never have everything perfectly tied up. Constant review and iteration are essential.
  • User needs should always align with business goals.
  • Never be afraid to ask questions, ask as many as it takes. Better ask and sound like a fool, than take it for granted and prove it later.

Until the next project