Homelessness App: Halfway Home

Case Study

The term 'homelessness' refers to a person's situation that shows them to be lacking stable or appropriate housing. Individuals can be categorised as homeless if they are living on the streets, moving between temporary shelters (including houses of friends, family and emergency accommodation), or living in private boarding houses without a private bathroom or security of tenure.

Homelessness is multidimensional, meaning that pathways into becoming homeless can be the result of individual, social or economic factors. There are many unfortunate reasons why some people may find themselves homeless. These reasons include:

  • Lack of affordable housing

  • Poverty

  • Previous imprisonment

  • Life events e.g death of a primary caregiver

  • Unemployment

Case Study Brief

For this case study, I was provided with a brief to design a brand new app that aims to eliminate the pressures associated with homelessness.

This app will be targeted at two different groups. The first group will be referred to as the 'Community Users'. The primary goal of the app for community users is to support and educate them on relevant materials that they can use to assist homeless people in their community. The Halfway Home app will give community users the access and resources needed to successfully help homeless people off the streets and into a better living situation.

The second group will be referred to as 'Homeless Users'. This group are the users that will benefit from the services offered by the community users. They will be provided with opportunities and resources to assist them.

The requirements for this app is to be easy to use, engaging and educational. I've created 3 main primary business goals for this app, these include:

  • Accessible to both homeless people and individuals/businesses looking to help homeless people

  • Ability to continually support people after they've attained affordable housing

  • Accessible to users with visual, auditory and cognitive disabilities

Hypothesis:

I believe that designing an app that includes the necessary features and resources will lead to a simpler way of providing support services for homeless people.

To achieve this, I am going to create an interface that incorporates core design fundamentals and relevant design features for two separate user groups.

My Design Thinking Process:

In order for me to thoroughly produce this case study, I decided to follow the double diamond design process:

1. DISCOVER

Competitor Analysis

I began my research process by conducting a competitor analysis on similar apps. A competitor analysis is a critical step in my research process as it allows me to strategically analyse the features, design and fundamentals of different apps within the industry. By comparing and examining the designs, reviews and functions of similar apps, I'm able to make note of the key features needed in order for me to build a superior app.

During this step, I chose to compare both an indirect and direct competitor to show the common features found in apps aimed at helping homeless people. Kanndoo Cara are a direct competitor as they offer the same services as Halfway Home. The app aims to provide work opportunities, accommodation and charitable donations to people in need.

The StreetLink app also aim to assist homeless people by using a different approach. I chose them as an indirect competitor for my analysis as their app is based solely on the communication between the community and the local authorities.

The competitor analysis allowed me to identify commonalities between apps in the same industry. Both apps heavily rely on community support to achieve their goals. This is something that I aim to incorporate into the Halfway Home app also.

User Research

Statistics for the number of homeless people in the UK - Data collection challenges

Due to the nature of this case study, I used secondary data instead of primary data to deepen my understanding of the problems relating to homelessness. Research showed that there are currently no national figures available for the number of homeless people living in the UK. This is due to the difficulty around producing accurate statistics on rough sleepers and the difference in methods used across each nation. As such, the established rough sleeping official statistics for England and Wales are limited in detail, as they only attempt to record accurately those people seen or thought to be sleeping rough, over a very short time period.

“Over the past year the true scale of rough sleeping has been laid bare and to give the government credit they have responded by providing greater resources which has made a difference. Going forward we need to see both better data collection and the higher level of funding maintained if the government is going to meet its manifesto target to end rough sleeping.” - Paul Noblet, Head of Public Affairs at Centrepoint

Despite the difficulties regarding data collection, annual surveys are still being conducted to develop homelessness statistics in the UK. Local authorities have developed their own methods for collecting data on people sleeping rough. A method commonly used includes taking a single night snapshot on a 'typical night' to provide statistics for the local area. This method either uses a count-based estimate of visible rough sleeping, an evidence-based estimate meeting with local agencies or an evidence-based estimate meeting including a spotlight count.

Local authorities, together with local agencies, decide which approach and date to use for their snapshot of rough sleeping. They are advised to use the approach that will provide the most accurate estimate of the number of people sleeping rough in their local authority.

Figure 2: Estimated number of people sleeping rough on a single night in autumn in London and the Rest of England since 2010 (Ministry of Housing, Communities and Local Government)

The above image shows how the number of people experiencing homelessness has differed across the years. However, the figures from the Ministry of Housing, Communities and Local Government are thought to be an underestimate as they are based on single-night snapshot accounts and estimates.

“We also need to be critical of using what is essentially a best guess of what rough sleeping looks like on a given night as a proxy for how many people are actually homeless in the UK. We know these figures massively under-represent the true scale of rough sleeping and homelessness. This year the situation has been especially volatile, and we do need to be wary of patting ourselves on the back too soon.” - Lucy Abraham, CEO of Glass Door Homeless Charity

How has COVID-19 affected homelessness in the UK?

Research shows that there was a decline in the number of rough sleepers during the COVID-19 pandemic. This is due to the introduction of the 'Everyone In' scheme, which was introduced by the government last year. The newly introduced scheme brought rough sleepers off the streets to provide them shelter in hotels and other emergency accommodation during the pandemic, this has led to a shift in the number of people moving off the street and into temporary accommodation.

Figure 2: Graph showing how the total number of rough sleepers have changed over recent years

Although there seemed to be less homeless people on the streets, there were still many elements of homelessness that were negatively affected by the pandemic. One of these elements was the councils ability to provide access to housing. Access to long-term housing was the capacity challenge most widely seen as having been posed by the pandemic by local authorities. A majority of councils bases in the UK stated that they had found it harder to place homeless households in both social rented and private rented sector housing during the pandemic. A pressing priority for many local authorities remains finding effective move on arrangements for people temporarily accommodated during the COVID-19 crisis.

Affinity Mapping

In order for me to learn as much as I could about the challenges faced by those experiencing homelessness, I examined the real life stories provided by Crisis UK, a national charity for homeless people. In addition to this, I also examined the reviews of the two apps previously used in my competitor analysis. These two sources allowed me to identify and collate the pain points voiced by homeless people.

I used the affinity mapping method to assist me in gathering and organising the data into relevant groups. These groups allowed me to visually make sense of the different areas that homeless people struggle with and brainstorm new ideas on how I could combat these issues.

2. DEFINE

User Personas

User personas are an important part of the design process because they allow us to understand the behaviours and needs of the user by providing a realistic representation. They allow for clearer and better decision making by enabling us to create personas based on qualitative user research.

Using secondary research, I was able to gather a greater understanding of some of the challenges faced by homeless people. This then enabled me to to create two typical user personas for the Halfway Home app:

User Flow Chart

To begin my ideation phase, I mapped out the general flow of the Halfway Home app. This step allowed me to visualise the user journey and identify ways that the users can reach their goals easily and intuitively.

During this process I was able to create a solution that is usable for both homeless users and community users. The user flow chart shows how both user groups will use two different interfaces on the same app.

An employer (community user) can use Halfway Home to list job roles that they're currently recruiting for on the app. These job roles would then be made available on the interface for homeless users to engage with. Additional features such as chat messaging, support and donations are also available on the app.

3. DEVELOP

Crazy 8's

Crazy 8's brought me one step closer to my design solution by allowing me to brainstorm various ideas for the users. To make sure my solutions would be useful to both community users and homeless users I cross-checked my ideas with the previous research I had done.

From the real life stories I had read, homeless people had previously complained about being overwhelmed by excessive form filling and stressed about the importance of having their essential needs met. To meet their needs I tried to make the below images as simple as possible. I chose the 1st and 3rd sketches to be part of my final design.

Low Fidelity Wireframes - Initial Sketches

I used the sketches from my Crazy 8’s session to create low fidelity wireframes. Every feature was designed based on my knowledge of my preliminary user research.

During this process, I was able to create wireframes that adhered to the principles of a variety of design laws. The above sketches include:

  • Large CTA buttons for easy access

  • Progress bars during the onboarding stage

  • Interactive images

  • Z-Reading pattern to create visual hierachy

Mid Fidelity Wireframes

I created mid-fidelity wireframes to show how the structure of information and images would be laid out on each page. The below images show the wireframes for the log in/sign up page, onboarding process and homepage.

High Fidelity Wireframes

Below are the high-fidelity wireframes to show what the final product will look like. Changes made from Mid-fidelity wireframe to High-fidelity wireframe include: addition of imagery and banner and placeholder text replaced with relevant copy.

I shared an interactive prototype with a community user test group and the following are some of the responses that they had.

"It looks intuitive and fresh"

"The app looks easy to use, I like how it looks similar to Facebook"

"This app looks simple to use, the concept is easy to understand as well."

All of the users were able to complete navigate through the prototype without any pain points.

4. Deliver Phase

Below are the final interfaces for the Halfway Home app. These were designed using the style guide created for the app.

Colour Scheme

Colour plays an essential role in the visual experience of apps. A lot of thought was put into this part of the design phase to make sure that the interface was influential to both user groups. Throughout the design process, I used the 60-30-10 rule to help me create a better visual experience for the user. The 60–30–10 assisted me in creating a well-balanced colour palette consisting of two shades of blue and white.

The Halfway Home app uses shades of blue due to its association with confidence, reassurance and reliability and also because it is well rendered on most mobile devices. White space was used to help guide the user through interactive content such as the onboarding process, sign up process etc. It was also used to help build focal points and direct the user’s attention to specific layout parts.

Accessibility

One of my main business goals for the Halfway Home app was to make sure the interface was accessible for individuals with cognitive, visual and auditory disabilities. Accessibility enables people with diverse abilities and methods of access to effectively use the same interface as others.

During the design phase, I took a few steps to ensure that my design adhered to the WCAG accessibility guidelines. I used a Figma plugin called 'Contrast' to assist me in checking the contrast ratios of my chosen colours.

The WCAG colour guidelines are categorised into three levels of conformance in order to meet the needs of different groups and different situations: A (lowest), AA (mid range), and AAA (highest).

In order for me to achieve accessibility for users, level AA is recommended as the minimum criteria. The Contrast plugin on Figma was able to confirm that my chosen colour palette had met the minimum requirements.

I also ensured that any input fields throughout the app had clear and unambigious associated labels. This will help to ensure that all users, especially those with cognitive, language or learning disabilities are able to enter information correctly.

5. Design Fundamentals

During my design phase I considered the following design fundamentals:

  1. Law of Common Region:

    The Law of Common Region uses the principle of grouping and states that elements tend to be perceived into groups if they are sharing an area with a clearly defined boundary.

    I incorporated this design fundamental into my prototype by adding borders around grouped elements so that they can be perceived as a common region. To enhance this principle further, I also added a coloured background on some of the footer navigation.

  2. Aesthetic - Usability Effect:

    The Aesthetic - Usability Effect law shows the importance of having an attractive interface. Users often perceive aesthetically pleasing design as design that are more usable. An aesthetically pleasing design creates a positive response in people’s brains. In order for me to adhere to the principles of this law I made sure the colours chosen were simple and meaningful to the user.

3. Fitts's Law:

Fitts's Law states that the amount of time required for a person to move a pointer (e.g., mouse cursor) to a target area is a function of the distance to the target divided by the size of the target. Meaning, the longer the distance and the smaller the target’s size, the longer it takes.

I applied the principles of this law by making the interactive buttons large for the user. I also made sure that the interactive buttons were placed in areas that allow them to be easily acquired.

Conclusion

Overall, this case study opened my eyes to the challenges faced by homeless individuals in the UK. My user research helped me to understand the struggles faced by homeless individuals and also the struggles faced by the government in regards to accurate data collection.

The actual cause of homelessness is very complex and cannot be completely solved via an app, however the app can help to prevent an already unfortunate situation from worsening. In order for me simplify the process of helping those in need, I designed an app that aims to connect impoverished people with the resources needed to end their cycle of homelessness. The app is simple to use yet has multiple functions that connects homeless people with the community, charitable organisations, accommodation providers and potential employers.