Home Depot DIY App

Client: A concept piece for a Home Depot DIY Mobile App.

This was a group project of three members.

Duration : 2 weeks sprint

Process: Research, User Interviews, Guerrilla Testing, Competitive analysis, Surveys, Affinity diagramming , Customer Journey, Sketching, Storyboarding, Wireframes, User Interface Design, Rapid Prototyping, User Testing.

My Role: User Interviews, Guerrilla Testing, Surveys, Sketching, Wireframes, User Interface Design, Usability Testing.

Tools : Survey Monkey, Xtensio (Persona), Photoshop, Sketch, InVision.


The challenge is to create a sister app to the Home Depot e-Commerce app focusing on DIY-ers.
The following are the requirements for this app:

  • It needs to have the same look and feel as the original app.
  • It needs to be lighter and simpler.
  • INSPIRE, EDUCATE and EMPOWER it's users while building brand recognition.


Business Goals


Educating and empowering customers, Home Depot has an opportunity to build brand loyalty.


Customers who would like to tackle DIY projects are more likely to make frequent trips to the store.


Customers that visit the store to purchase items are more likely to browse aisles and purchase other items.

Competitive Analysis

For the competitive analysis of the Home Depot’s DIY app, we compared the DIY section on their website to three of their competitors. We did this due to lack of existing DIY apps. We looked at: Ace, TrueValue, and Lowe’s.

From the analysis, we feel Home Depot is missing out on the opportunity to empower, educate and become a trusted advisor to its DIY users. To provide an optimal experience for users, the app should include:

  • Instructional Videos
  • Instructional Articles
  • Step-By-Step Instructions
  • Material & Tool Lists

We believe these features would increase their sales by empowering their users to tackle and complete more DIY projects.

User Interviews

To understand our potential users, we sent out a survey to our networks about their DIY habits. In total, we received 38 responses. In addition to our online survey, we also spoke to 10 people in-person at local hardware stores. Using this information we were able to develop a primary persona for the app.

User Journey

Applying "Affinity mapping" to the data we collected we came up with the "end to end" user journey. My role was to map the emotions the users were going through in each stage.


User Goals


Jody loves learning new skills and trying new things.


After completing new projects or learning new skills, she gets a strong sense of accomplishment.


Jody loves sharing images and details about her accomplishments on social media.

User Flow


For user testing, we spoke to 5 people and asked them to walk through our paper prototype.

User Scenario:

The users were given the following scenario and were asked to walk through the paper prototypes. Users were instructed to think aloud while walking through.
"Your shower tiles are broken and needs repair. You are looking for inspiration and ways to learn how to replace them yourself."

For this app, we went through 7+ iterations of design. We began by whiteboarding together, then developing our own designs based off of the whiteboard sketches.

From there we combined our designs into one paper prototype that we tested with users and then iterated several times in our wireframes before arriving at a final high-fidelity design.



We added the features users had requested most to our prototype design. Our design supports users who are visual learners as well as readers. During design process, we came with many features. But, considering this is MVP (Minimum Viable Product), we kept our design simple and functional.