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Roomily

Case Study



Accessibility Focus
Creating an accessible app for people with eye impairments, such as tritanopia, deuteranopia, and amachromposia


Project Timeline : 6 Weeks
Tools Used : Figma, Google Form, Google Meet
Solo Project

Roomily

Case Study


Accessibility Focus

Creating an accessible app for people with eye impairments, such as tritanopia, deuteranopia, and amachromposia


Project Timeline : 6 Weeks
Tools Used : Figma, Google Form, Google Meet
Solo Project

Problem Statement: 


Individuals in shared households struggle to coordinate chores, expenses, and communication, resulting in misunderstandings, perceived unfairness, and ongoing friction in day-to-day living.

The Solution 


Develop an app that enables roommates to collaboratively manage tasks, track expenses, and coordinate schedules efficiently. Address the diverse challenges of shared living, such as ensuring fairness, encouraging collaboration, and simplifying household logistics.

Design Process


Design Process


Discover

  • User Surveys
  • Competitive Analysis
  • Systems thinking

Define

  • Personas

Ideate

  • User flow

Design

  • Brand Development
  • Wireframes
  • High fidelity mockups

Test

  • Usability Testing
  • Implementing Feedback

Discover Process


How do you and your roommates split and track shared bills (e.g., rent, utilities, groceries)?

How often do you and your roommates experience communication issues about household matters?  

How often do cleaning or household tasks lead to frustration or conflict in your household?

Discover Process


Competitive Analysis


A competitive analysis was conducted to evaluate established household management apps focused on chore and financial management, examining their value propositions, usability strengths, weaknesses, responsiveness, and overall user sentiment. The findings revealed recurring pain points and feature gaps across existing solutions, which informed Roomily’s focus on addressing unmet user needs and defining a clear, differentiated USP in the market.

Competitive Analysis


A competitive analysis was conducted to evaluate established household management apps focused on chore and financial management, examining their value propositions, usability strengths, weaknesses, responsiveness, and overall user sentiment. The findings revealed recurring pain points and feature gaps across existing solutions, which informed Roomily’s focus on addressing unmet user needs and defining a clear, differentiated USP in the market.

Summary of Household Managent Apps

Nipto

Gamified chore management, suitable for families and roommates. Limited features beyond chore management.

Flatifify

Tailored for roommates and families, with calendars and group chats. Ads in the free version reduce usability.

CozZo

Reduces food waste with inventory management and meal planning. Limited platform compatibility and cross-device synchronization.

Flatastic

All-in-one household management with chore management and shared shopping lists. Limited customization and occasional bugs.

Splitwise

Fair expense tracking with transparent payment tracking and detailed financial summaries. Limited features beyond expense tracking.

Quantitative Research


 A Google survey completed by 10 individuals with ages ranging from 20 to 40 with different educational backgrounds and
ethnicity was used to identify where conflict most commonly occurs in shared households and how responsibilities are currently managed.

Household Dynamics

50%


Task Division Frustration

Stronger tension driver overall

40%


Responsibility Conflicts

Issues are frequent but not explosive

40%


Good Communication

Stronger tension driver. Gap between intention and execution

50%


Experience Communication Issues

Stronger tension driver. Gap between intention and execution

70%


Household Satisfaction

People tolerate issues if household sort of works

50%


Task Division Frustration

Stronger tension driver overall

40%


Responsibility Conflicts

Issues are frequent but not explosive

40%


Good Communication

Stronger tension driver. Gap between intention and execution

50%


Experience Communication Issues

Stronger tension driver. Gap between intention and execution

70%


Household Satisfaction

People tolerate issues if household sort of works

Key Pain Points (High Impact)

Cleaning and grocery conflicts (unequal effort, shared food)

Poor proactive communication (schedules, visitors, expectations)

One roommate carries more responsibility without compensation.

High frustration ≠ low satisfaction


 → Despite task frustration, 70% rate household satisfaction as 4–5/5.

 → People tolerate issues if the household “mostly works.”

Good communication = fewer task issues


→ Strong correlation between clear communication and smoother task management.

Biggest Opportunities (Especially for Roomily)

Chore & responsibility clarity → rotations, visibility, accountability.

Shared calendar as a central feature → improves planning & reduces surprises.

Financial transparency tools → expense tracking + fairness.

Systems Thinking


One-line takeaway

Households don’t fail because they’re chaotic; they fail due to unclear responsibility, communication, and fairness. This insight informed the design of an app that centralises expense management, fair chore division, and roommate communication.


During competitor research, I found that while many apps address expenses or chores, none offered clear refund history tracking, despite roommates frequently covering costs for one another. Introducing this feature reduces financial conflict, improves accountability, and builds trust, creating a clear point of differentiation.

Define Phase

Define Phase

After completing my user research, I created three personas with different user goals, frustrations, 
and personalities to help develop an equitable design. Though all the personas were important, Tasha was the primary focus. 


Persona 1

 Ellie Sigs

Persona 2

 Dylan Jefferies

Persona 3

 Tasha Basu

Persona 1

 Ellie Sigs

Persona 2

 Dylan Jefferies

Persona 3

 Tasha Basu

Ideate Phase


User Flow

Design Phase 1


These wireframes represented an initial exploration of the interface. Early iterations introduced unnecessary visual noise, which risked reducing clarity, particularly for accessibility-focused users. This led to a strategic decision to leverage established UI patterns from competitor research, prioritising familiarity and usability over novelty.


Based on these findings, a second iteration focused on reducing visual complexity and strengthening hierarchy to improve scanability and accessibility

Based on these findings, a second iteration focused on reducing visual complexity and strengthening hierarchy to improve scanability and accessibility

To validate core functionality and navigation patterns, usability testing was prioritised before moving into high-fidelity design. 

Test Phase


Usability Test 1


Usability Test 1
Purpose: Testing the functionality of UI first, before moving to the next step

Can the user complete it independently in unmoderated testing?

Does the user understand how to use all features of the app?

Has the project empathized on the correct pain points?

Was the UI clean and easy to use?

Four unmoderated participants aged 20–26 were included in the study. Participants came from diverse educational backgrounds, had no prior experience with usability testing, and had lived experience of shared housing. Their eyesight varied, ranging from corrected vision (glasses) to uncorrected vision where participants felt they may require visual assistance.


The initial testing phase focused on validating baseline usability with users familiar with roommate living. A second, dedicated testing phase evaluated accessibility and validated inclusive design decisions with users experiencing visual impairments.

Findings


Finding 1:


Participants were able to navigate the app independently.

Finding 2:


While some users experienced confusion due to microcopy, all participants were able to understand and navigate the core features independently.


Finding 3:


All of the participants felt that the project had emphasized the correct pain points. Participants identified the refund feature as unexpectedly valuable, particularly for temporary group expenses such as holidays or shared events.

Finding 4:


All of the participants expressed that they felt the UI was very clean and simple.

Notes For
Accessibility Design



Accessibility was a core consideration throughout the design process to empathise with Tasha. All colour combinations meet a minimum contrast ratio of 4.5:1, ensuring key elements remain visible for users with visual impairments. To further support users who struggle with colour perception, visual graphs rely on pattern recognition and clear labelling, rather than colour dependency, so information can be understood at all times.


A simple, uncluttered UI was prioritised to support not only users with visual impairments, but also overall ease of use and cognitive clarity. The app includes both light and dark modes to support personalisation and reduce visual strain in different environments.


The placement of information-bearing elements was carefully considered. Critical information, such as data on progress bars, is always visible. Form fields include clear headings, inline input guidance, and error messages placed below the field, ensuring errors are noticed without disrupting the reading flow.

Text sizing was designed for readability across the interface. In areas where smaller text under 14px was unavoidable, a bold font weight was used to improve legibility and visibility.


Contrast checking was a daily part of the design process, with the goal of achieving AAA compliance wherever possible. Button labels and action copy were written with clarity in mind, clearly explaining what will happen next. This avoids vague “Yes/No” choices and helps users quickly understand and select the correct action, especially in time-sensitive situations.

Usability Test 1

Usability Test 2


Purpose: The purpose of phase 2 was to determine whether the accessibility principles I had implemented would work for users. I had 4 participants with varying eye impairments and ages from 20 - 60 (normal vision, eye impairments from old age, deuteranopia, and tritanopia). 

Was the app accessible to individuals who struggled with eye impairments?

Were impaired users able to navigate the app independently?

Was the Microcopy issue resolved from usability test 1?

Findings


Finding 1:


Users asked for a bit more help with visual data, as they weren’t immediately able to identify it.

Finding 2:


The oldest participant struggled with some of the wording/directions, but the younger participants were able to navigate the app without problems. This indicated that the design was more intuitive for younger users, highlighting an opportunity to improve clarity and guidance for older users.


Finding 3:


All participants were able to navigate the app independently.

Finding 4:


Users expressed differing preferences around the visibility of chores and financial information.

Finding 5:


There were smaller features that some users wanted that were not brought up in usability test 1, which included task rotation, non-participating users for “dorm parents”, and an option to export the chat.

Feedback Implementation


1. I created more dynamic patterns and put the users' names in the section for better clarification. 

2. I created a non-participating user to view the household as an objective external party.

3. Microcopy and labels were refined to improve clarity and reduce cognitive load during task completion.

4. Created more personalised sections on the chore features

My Reflection


Usability Test 1


Outcomes


The final solution successfully addressed the core goals of the project by focusing on usability, accessibility, and market viability. The app effectively targets key pain points identified during research, resulting in a solution that is both practical for shared households and usable across a range of visual abilities. This project strengthened my approach to accessibility-first design and reinforced the importance of inclusive decision-making throughout the design process.


My Reflection


Usability Test 1


Outcomes


The final solution successfully addressed the core goals of the project by focusing on usability, accessibility, and market viability. The app effectively targets key pain points identified during research, resulting in a solution that is both practical for shared households and usable across a range of visual abilities. This project strengthened my approach to accessibility-first design and reinforced the importance of inclusive decision-making throughout the design process.


What I’ve learned


This project highlighted the value of rapid ideation methods, such as Crazy Eights, earlier in the design process to accelerate exploration and reduce time spent refining initial concepts. Additionally, recruiting participants with specific accessibility needs proved challenging, emphasising the importance of initiating participant recruitment early when working with specialised user groups to avoid delays in later stages.