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Guidly
Mobile App

Role:
UI/UX Designer - branding

Client:
Guidly

Time Frame:
3 Monthsy

Project Overview

Guidly is a mobile application designed to simplify and enrich the gardening experience for beginner and intermediate gardeners. The idea originated from recognizing a common problem: many people are interested in gardening but often struggle with tracking plant care, knowing what to do and when, and staying motivated over time.

This project was developed as part of my academic journey in the Interaction Design program. My goal with Guidly was to create a user-centered digital solution that guides users step-by-step through personalized gardening routines, sends timely care reminders, and offers educational content in a simple, accessible format.

The design process involved extensive research, competitor analysis, user persona development, wireframing, and user flow planning. The app not only offers scheduling and reminders, but also features like plant libraries, visual identification help, and progress tracking.Guidly is more than a plant care app, it’s a companion for users learning to grow with confidence. This project demonstrates my ability to apply UX principles from discovery to design, and it will be included as a case study in my professional portfolio.

Product goals and objectives

The primary goal of the Guidly app is to empower users especially beginners with the knowledge, confidence, and tools they need to successfully grow and care for their plants. The app aims to simplify the gardening experience through personalized plant care plans, timely reminders, and easy-to-follow guided steps.

By reducing confusion and providing educational tips, Guidly helps users stay consistent and engaged in their gardening journey. Additionally, the app focuses on building a clean, intuitive interface that is accessible to users of all ages and skill levels, with features designed to promote habit-building, track progress, and celebrate small victories along the way.

User Persona

Here are the Proto Personas of a Mentor and a Mentee, illustrating their needs and challenges. TheMentee is eager to learn gardening but struggles with climate-specific knowledge and time constraints.The Mentor is an experienced gardener passionate about sharing knowledge but lacks structuredopportunities to connect with beginners. Together, they highlight the need for a mentorship platform thatbridges this gap.

Mentee persona

Mentor persona

Research & Insights

To ensure Guidly addresses real user needs, we began with comprehensive primary and secondary research. Our goal was to understand the common challenges new and casual gardeners face and identify the gaps in existing plant care solutions.

Information Overload: Users struggle to navigate the excessive and often conflicting gardening information online.

Lack of Personalization: Existing apps don’t adapt well to individual plant types or user skill levels.

Missed Maintenance: Users often forget to water or care for their plants on time, leading to poor plant health.

Desire for Visual Learning: Users prefer visual guides and bite-sized tips over long text-based articles.

We conducted user interviews and surveys targeting beginner gardeners and plant lovers. Most participants shared a common frustration: they felt overwhelmed by inconsistent information online, forgot regular care routines, or were unsure about the specific needs of their plants. Users expressed a desire for a simplified, guided approach to plant care that would make the process feel less intimidating and more rewarding.

We analyzed popular gardening apps and websites, reviewing user feedback, app store ratings, and feature comparisons. This helped us understand what users liked (visual guides, reminders, plant libraries) and what they disliked (cluttered UI, lack of personalization, generic content).

Information Architecture & User Flow

Wireframes & Design System

UI Design & Prototyping

Reflection & Takeaways

Working on the Guidly app has been an insightful and transformative journey for me as a UI/UX designer. This project not only allowed me to apply the design process from research to prototyping but also pushed me to think critically about solving real-world user problems through empathy and intentional design.

Personal Growth & Learning

One of the key reflections I have from this project is the importance of user-centered thinking. While I had some initial ideas of what a gardening app should look like, talking directly to users challenged many of those assumptions. I realized that listening to user frustrations, understanding their habits, and observing their behaviors led to stronger, more relevant design decisions.

Additionally, working on this project improved my skills in information architecture, wireframing, and creating structured user flows. I became more aware of how clarity, simplicity, and consistency play a major role in shaping the overall user experience. I also learned the importance of prioritizing content, especially for first-time users, so they don’t feel overwhelmed and can instantly recognize the value of the product.

Challenges

One of the biggest challenges I faced was finding the right balance between features and simplicity. Gardening is a vast topic, and it was tempting to add too much. However, through several iterations and by referring back to user research, I learned to prioritize features that bring real value and solve specific pain points rather than overloading the app.

Time management was also a hurdle, especially while juggling other academic responsibilities. But by breaking down tasks into smaller actions and staying organized with timelines, I was able to stay on track and deliver meaningful work.

Key Takeaways

Empathy is everything: Designing for users means stepping into their shoes and truly understanding their goals and frustrations.

Less is more: Focused and purposeful features lead to better user engagement than overwhelming the interface with too many options.

Iteration leads to clarity: Constant refinement through feedback and testing is essential to building better products.

Design is collaboration: Even though some parts were done individually, input from peers, mentors, and users enhanced the overall quality of the solution.