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Sow: Lowering the Barrier to Self-Repair

As part of my thesis on designing better endings, I explored how brands often disengage post-sale—leaving users to navigate product breakdowns alone. 

Sow is a mobile app that responds to this gap. It helps users build the habit of repairing broken items by offering step-by-step guides, simple logging tools, and light progress tracking—reframing repair as something approachable, repeatable, and worth returning to.

Interaction Design + UI/ UX 

Concept  + Usability Testing
 

(7-week sprint)

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The Hidden Friction Behind “I’ll Fix It Later”

In early research, I found that people often want to repair things, but don’t—because the process feels overwhelming, unclear, or not worth it. They lacked tools not just for how to repair, but for when and why to begin.

SCOPING THE TOOLS

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PROBLEM

Repairing something feels like a chore

Information + Inspiration overload

Is it worth my time?

OPPORTUNITY TO DESIGN FOR

Bridging the intention-action gap

Aggregating DIY information

Habit building & accountability

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From Intent to Action

I started by designing around multiple user pain points—uncertainty, lack of time, decision fatigue. But as I tested with 

 

15+ users  (ages 25–35)

 

Novice and Seasoned (repairers)

 

5 weeks (timeline)

 

of iterative prototyping and usability testing, I narrowed in on what truly helped: simple logging, clear next steps, and small wins. The more I listened, the more focused Sow became.

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ONBOARDING

Feature Frenzy

Honing into the single feature was important to get initial buy-in from users. Sow is just in the business of building better repair habits

Engaging UI

Participants responded well to the dark UI with minimal interactions within the taskflow. The vibrant accents + illustrations also helped drive the narrative

(HOVER TO SEE OLDER PROTOTYPES)

INPUT FEILDS

Conversational Assistance

The ease of choice and specificity made the user take less time to log in a repair task

Data Privacy

The use of AI and computer vision was questioned here. While users are happy about getting detailed instructions, some are conscious about sharing camera / image gallery access with the app

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(HOVER TO SEE OLDER PROTOTYPES)

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REPAIR INSTRUCTIONS

Step-by-Step Instructions

The hand-holding for novice repairers increased the retention rate for the app. Building on the checkboxes, as steps to complete to reach your end goal

For mid-expert repairers, this screen would push more inspiration / what people are doing / mending events

(HOVER TO SEE OLDER PROTOTYPES)

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GAMIFIED ENDS 

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Takeaways

Visual clarity matters more than motivation hacks

Users respond to tone—gentle encouragement works better than pressure

Small wins (like just logging a repair) are worth designing for

BONUS

Tools You Can Hold

While Sow lives on your phone, behavior change doesn’t happen digitally alone. As a companion to the app, I prototyped simple physical tools—like fabric clamps, mending stencils, and stitch stands—that make repair tactile and inviting. 

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