Design Iterations
Flow
After validating if the idea is usful and hashing out reqs, I usually start by putting together a few flows to see if the feature sets make sense as a usable product. Stations is no different, so I put some together.
One thing we didn't want to do was make the app super complex. We both felt that we were already pushing it a bit by having different locations and an account sign up for the MVP. Setting up some simple flows helped dial in the right level of effort to make Stations a compelling package.
After determining the flow, we were able to design the MVP with a limited number of views, not counting things like splashscreens, preferences, etc (really, the views you would interact with on a daily basis). We settled on this limited scope for several reasons - First, complexity creates complications for both the users andthe team building the product. By focusing on the requirements, we were able to get limit the main views to two - The homescreen and station focus.
Version One
Once we agreed on a flow, I started putting together possible views. The first to get punted is what I'd call the "kitchen sink" version - Too many colors, weird gradients, etc. The original idea was that we wanted to use Seahawks colors and gradients, but it quickly became apparent that there were major issues including: General usabilty with contrast, the backgrounds competed with cards, and it was.... just ugly:
Version Two
The second pass was a little better, but still had some issues - the gradients and the blurs really slowed down the app, and the agressive station color background overlays interfeared with the station card logos and colors.
Version Three
The third version was a shot in a different direction - Make the design big, bold, fun. While this help fix some of the major performance and development issues it still didn't solve the UI/design issues. Again, we ran into contrast issues and color competition. I find these types of exercises helpful to hash out the "what if's" and get stuff wrong. I firmly beleive that with design, it's wrong 90% of the time until it's right.