Urban Farming for Young Adults

A project improving visibility and engagement of urban farms in Stockholm

Nov 2024 – Jan 2025

Overview

This project was based on an idea that Stockholm Municipality wanted to explore how a digital service could help promote urban farming among citizens for a prototyping course.

Problem

Urban farms in Stockholm struggle to gain attraction from young adults (18-35 years). There is limited awareness of farm locations, lack of cultivation knowledge, while existing digital information is scattered and not engaging.

Goal

Create a central digital platform that makes urban farming accessible, visible and engaging, based through Stockholm Municipality.

Solution

An app that provides urban farm locations, cultivation tutorials and a community forum to connect citizens and share tips.

Team

Edvin Lindemalm, Emre Aktas, Max Nyllinge and me.

My Role

UX/UI Designer

Tools

Figma & FigJam

Discover / Define

Research and Analysis

Interviews

To understand the potential stakeholders I conducted two qualitative interviews with the "why-why-why" method to gain insight on motivations and challenges regarding urban farming in Stockholm. Later we applied a thematic analysis through an affinity diagram on the interview findings and identified the following pain points:

Low visibility

Users didn't know where urban farms were located

Lack of knowledge

Many felt uncertain about how to start cultivating

Need for community

Expressed interest in connecting with others who share similar cultivation interests

To further guide our design work through our research, I created a persona to better understand what user requirements we were designing towards.

Persona

Persona created based on research insights

Together, the insights and persona helped us define clear design requirements: The solution needed to be informative, social and intuitive to guide to action.

Ideation

To come up with solution ideas, we held a brainstorming workshop within the team. We collaboratively added post-it notes, grouped concepts, and colour-coded them based on potential value and feasibility. This process helped us define potential functions for an app.

Map

A map for farm discovery and routes

Tutorial

Step-by-step cultivation guides

Forum

A built-in social forum to ask for advice and connect with others

Develop

Prototyping

Storyboard

In the team we individually created storyboards to better communicate our ideas on what role the app would have in one or more use case scenarios.

Storyboard

My storyboard illustrated a use case scenario for the use of a forum

Wireframes

We presented our storyboards to the stakeholders that gave feedback. Then we continued with rapid paper wireframes of functions they wanted and the layout of the app on paper, to create divergence and iterations on different ideas rapidly.

Rapid wireframe prototyping

Result of our rapid wireframe prototyping session

Project outcome

After ideating and evaluating different options we created digital wireframes in Figma. My wireframe contribution focused on onboarding and the tutorial page where my goal was to create an intuitive taskflow with important functions one or two click away. By presenting our prototypes and wireframes to the users, their feedback guided several iterations for refining hierarchy and layout of the app in the final prototype.

My wireframe sketches

My wireframe sketches

Deliver

Final Prototype

The final prototype was developed in Figma based on wireframes and interview data, with the core features: locating farms in the Stockholm region, learning cultivation techniques, and connecting with the urban farming community. We also followed and tweaked a design profile for Stockholms Stad brand design, to make the app credible by using logos and key colors.

Final prototype view 1
Final prototype view 2
Final prototype view 3

Final prototype views

Conclusion

Project outcome

The project resulted in a deliverable, interactive Figma prototype as well as a suggested concept on how to tackle the problem of limited awareness of urban farm locations, cultivation knowledge and scattered information for the target group of young adults.

Learnings

With practical semi structured interviews I got to learn how to conduct interviews for user research as well as converting findings into data that can be analysed into requirements that guide designwork. I also got to practice rapid prototyping and structuring wireframes and UI along with practicallity of using Figma. However, one reflection is that we were a bit too sure and assumed certain functions would work better than others without the input of the users because of the limited circumstances. At the time it framed us earlier in the process before exploring more options which could have otherwise maybe supported users better.

If I had more time...

Final reflection

Overall, the project reinforced the importance of grounding design decisions in user insights while maintaining iteration for feedback to build a solution that truly aligns with user needs.