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Plant-Me app

UX/UI Product Design · 2024

Plant-
Me

Designing an experience that turns uncertainty into clear decisions for plant care.

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01 / ContextUX/UI

Caring for a plant seems simple until something goes wrong.

What is happening to it?

How can I help it recover?

Am I doing the right thing?

The problem was not a lack of information, but the difficulty of turning scattered information into a clear decision.

Plant-Me was created to transform that uncertainty into a clearer, guided and easier-to-follow care experience.

My role
  • Interviewed users and mapped their user journeys
  • Designed navigation around the most frequent tasks
  • Prioritised scanning as the main action after spotting friction in testing
  • Tested the interface and adjusted hierarchy based on the results
Result
Mobile app redesign
Tools
Figma · Optimal Workshop · Google Forms
02 / The challenge

It was not about offering more information, but about helping people make better decisions.

01

Identify

Understand what is happening to a plant.

02

Recommend

Turn scattered information into clear steps.

03

Support

Make follow-up easier without adding complexity.

03 / Understand before designing

Understand before
designing.

Before defining the interface, I needed to understand how people actually cared for their plants and what difficulties they found during that process.

Interviews, the survey and benchmark analysis revealed three insights that guided every design decision.

Insight 1

People were not looking to learn more about plants.

They needed to know what to do when a specific problem appeared.

Insight 2

Information was scattered.

Solving one question meant consulting different sources, creating more uncertainty than confidence.

Insight 3

The phone was already part of the process.

The camera, immediate access and in-context use made the phone the most suitable environment for supporting daily care.

Interviews5

In-person, 20–40 min, with and without prior plant-care experience.

Survey20

Online responses, to validate the patterns at scale.

FindingDidn't know common plant diseases.The finding that made photo-based diagnosis the core feature.

Ana · 32 · Nurse

Experienced caretaker

She lives with several plants, learns independently and looks for reliable information to anticipate problems.

Juan · 25 · Student

Gardening beginner

He has just bought his first plant. He needs to understand the essentials and act without checking multiple sources.

User Journey Maps

From behaviour to design decision.

The journeys keep only the points that help explain what needed to change in the interface.

  • User action
  • Pain point
  • Design response
User Journey Map 01

Ana:Staying in control

DiscoversEvaluatesCaresContinues
User action

Looks for specific information.

Compares advice and features.

Organises care by plant.

Checks alerts and progress.

Pain point

Scattered sources.

Advice is too generic.

Information lacks priority.

Easy to forget to return to the app.

Design response

Clear benefits from the start.

FAQ and contextual help.

Personalised dashboard and calendar.

Relevant reminders.

User Journey Map 02

Juan:Solving an urgent issue

AccessesDiagnosesSolvesReturns
User action

Creates an account or logs in.

Scans a sick plant.

Checks care tips and supplies.

Checks its progress.

Pain point

Does not yet understand the value.

Does not know where to start the scan.

Does not know which solution to prioritise.

Has no follow-up habit.

Design response

Short, explanatory access.

Visible camera CTA.

Ordered, actionable steps.

Simple guidance and reminders.

From sketch to flow

Paper before pixels.

Every screen was sketched by hand first, marking key points — buttons, messages and decisions — in colour.

04 / Interaction architecture

Two journeys.
One shared logic.

The flows connect orientation, diagnosis and action without forcing users to interpret technical information on their own.

Card sorting11

Card-sorting participants, to define how sections should be grouped and labelled before finalising the navigation.

Entry and support

Introduce help before asking for decisions.

The first journey links download, registration or access, welcome and tutorial. It then leads to the home screen and Guide-Me, progressively introducing guided plant care.

  • Access and registration
  • Contextual onboarding
  • Entry into guided care
Plant-Me onboarding and guided-care flow
Diagnosis and guidance

Turn a visual signal into a concrete action.

The second journey starts with a leaf scan, presents the diagnosis and leads to care recommendations and concrete solutions.

  • Scanning and identification
  • Diagnosis and recommendations
  • Care plan
Plant-Me diagnosis and recommendation flow
05 / Design decisions

Insights turned
into decisions.

Each interface decision responds to a need identified during research.

The goal was not to add features, but to reduce uncertainty and make daily plant care easier.

Design around tasks

From categories to frequent actions.

Insight:People needed to solve specific tasks.
Decision: Instead of organising the app by categories, I structured navigation around the actions users perform most often: identifying a plant, checking its care or following up.
Result: Navigation is connected to what the user needs to do.

Plant-Me top bar and bottom navigation
A centre for daily care

My Home as the starting point.

Insight:Care needed continuity.
Decision: "My Home" became the starting point for the whole experience. It brings together plant status, care calendar, recommendations and access to diagnosis.
Result: Daily care is gathered in a single view.

My Home screen with access to scanning
Make what matters visible

Scanning as the main action.

Insight:The user needed to know what was happening to a plant without going through several steps.
Decision: Scanning became prominent in the main flow to reduce the steps needed to get a recommendation.
Result: The critical action appears earlier and more clearly.

Plant scanning interface
Iterate from testing

Adjust the hierarchy of actions.

Insight:Usability testing detected small friction points.
Decision: Adjust the visual hierarchy of the main actions.
Result: Access, orientation and scanning gain clarity without adding complexity.

Plant-Me access screen
06 / Iteration

Adjustments after
testing.

3
real users2 tasks: sign-up and plant scan

I tested the prototype recording screen and audio while they completed two tasks: signing up and scanning a plant.

Before and after comparison of the Plant-Me iteration
Before / after

More clarity without adding complexity.

ProblemIn testing, all three people hesitated over where to tap to scan a plant: the camera was hidden among other options and the diagnosis took several steps to appear.

SolutionI turned scanning into the main action on the home screen, with a large, persistent camera button leading straight to the diagnosis.

These improvements came directly from testing, not intuition: I reorganised access, welcome and scanning so the experience could guide the next step better.

Access

More direct entry.

Access was simplified to prevent registration from blocking initial exploration.

Welcome

Visible loading, zero extra taps.

All three users expected the welcome screen to change on its own; I added a loading indicator so it would advance automatically, with no need to tap the screen.

Main action

More visible scanning.

All three struggled to find where to scan: the camera CTA gained presence so diagnosis could start without a prior search.

Looking back

Plant-Me allowed me to see how good research not only helps understand people, but also helps make better design decisions.

If I continued developing the project, I would go deeper into personalised recommendations and validate the experience with more users to keep refining the product.

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