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Jorge Andres Vargas®Available for full-time roles
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Jorge Andres Vargas®Available for full-time roles

CASE STUDY · JUMP EXPERIENCE

JUMP.

A concept for the JUMP e-bike app and handlebar console that turns a ride around Providence into a way to explore it. Researched with the students who ride.

Role

UX Researcher & Designer

Role

UX Researcher & Designer

Team

Team of five
Providence, RI

Platform

iOS app
Bike console

Scope

Concept redesign
Research to prototype

Timeline

2019
Refreshed in 2026

(01)

The short version

What the project is, what I did, and what we made, in thirty seconds.

01

The brief

College students in Providence rarely explore the parks and trails around them. We looked at how JUMP, the e-bikes many of them already rode, could change that.

02

What I did

On a five-person team, I interviewed and surveyed students, then used what we learned to redesign the JUMP app and the phone console on the bike’s handlebars.

03

What we made

A tested prototype of an app that suggests places to ride, guides you there and rewards the trip, and a console with lit controls, a rotating mount and wireless charging. In 2026, I refreshed the app’s UI.

STATUS

A 2019 team concept, polished in 2021 and refreshed in 2026. JUMP’s own app no longer exists.

(02)

The park next door nobody knew about

Our assigned site was India Point Park in Fox Point, where the 14.5-mile East Bay Bike Path begins. We mapped who used it, what was there, and who was missing.

College students filled the neighborhood around the park. They were the people we saw least in it.

01

The place

WHAT WE SAW

Open, unused space; few benches, lamp posts or water fountains; no maps or information boards.

THE OPPORTUNITY

Show people the park and trail exist, and what they can do there.

02

The students

WHAT WE SAW

Busy with studio and schoolwork and rarely off campus. Many had never heard of the bike path.

THE OPPORTUNITY

Give them a reason, and a route, to leave the campus bubble.

03

The bikes

WHAT WE SAW

JUMP’s red e-bikes were everywhere around campus, and students rode them every day.

THE OPPORTUNITY

Use a ride students already take as the way to discover the city.

FIELD MAP · INDIA POINT PARK

What we mapped

We charted who was there and where: bikers, runners and scooters on the path, families picnicking, people fishing, and students working on the benches. What stood out was all the space nobody used.

(03)

Unaware, not uninterested

We interviewed and surveyed RISD and Brown students about India Point. Most had never been, yet more than 8 in 10 wanted to know what their city had to offer.

SURVEY · 01

64.6%

of students had never been to the East Bay Bike Path, or had never heard of it.

SURVEY · 02

87.1%

believe knowing their city’s green spaces, trails and activities matters to their lifestyle.

SURVEY · 03

54.4%

would prefer to go biking at India Point Park.

SURVEY · 04

80.6%

would like to know which places are available to them while they bike.

STUDENT INTERVIEW

No time, and no idea it was there

“I feel like I don’t have as much time to go out and explore the path and park because of time constraints and, honestly, I didn’t know it existed.”

— Student, interview

STUDENT INTERVIEW

Bring attention to it

“Find a way to bring attention to this area, because it does exist, yet many new young people like me don’t know that.”

— Student, interview

WHAT WE LEARNED

Biking makes it fun

Students saw biking as the most enjoyable way to explore, and believed drawing attention to places like India Point would improve student life.

— Main takeaway

(04)

My role

UX researcher and designer on a five-person team in Providence. I led interviews and surveys, then turned what we learned into the app and console redesign.

Use JUMP as a tool to connect students with Providence and its landscapes.

— Our design opportunity

PROJECT

JUMP Experience

A concept redesign for JUMP’s e-bikes

ROLE

UX Researcher & Designer

THE RESEARCH TEAM

Jorge Andres Vargas — research, app & console

Kaanchi Chopra · Yutao Huang — research & design

Trent Lowe · Theo Goldstein — research & design

TOOLS

Adobe XD · Illustrator · KeyShot

01

Field research

Observed India Point, interviewed and surveyed RISD and Brown students, then ran a second round with JUMP riders.

02

App redesign

Mapped the journey and structure, wireframed and prototyped the app in XD, and tested it with students in two rounds.

03

Console design

Studied the bikes, sketched mount concepts and refined the console through two rounds of feedback.

(05)

Ride the bikes they already use

JUMP’s electric bikes were popular with students and ridden daily. If the ride itself could suggest where to go, JUMP could connect students with Providence and its landscapes.

WHAT JUMP RIDERS ASKED FOR

Navigation, built in

The most common request. It “would be cool for getting somewhere specific, or suggestions on where to go,” a RISD student told us.

Places worth the ride

A list of nearby places to visit, so riders know what’s out there before they set off.

A break from the city

“I would like to visit and explore Providence to get away from the fast-paced, chaotic nature of a city,” another said.

(06)

It started with the bike

To understand the service, we first studied the bikes themselves: how riders unlocked them, where the phone went, and what it was like to ride with one at night.

The console sketch board: first sketches of where the phone and console could sit, ideas for the mount, and three final concepts drawn over photos of the bike, then rendered

SKETCHES & IDEATION

Every idea came from what we saw on the bikes and heard in critiques: where the phone could sit, how a mount could hold and turn it, and how a rider would use it.

01

Unlit buttons

The activation buttons weren’t lit, so they were hard to use on a night ride.

02

A rough mount

The rigid phone mount was tough on phones and could easily scratch them.

03

Eyes down

The mount’s angle made riders look down at their phone for long stretches while riding.

04

Stuck sideways

Phones couldn’t rotate, so they stayed in landscape whether that suited the ride or not.

05

A hidden QR code

The QR code that activates the bike could be hard to find.

FEEDBACK

Two rounds of critique

First: practical, but try more ways to hold the phone, add rotation and address safety. Then: lower the scale, add official branding and fit more phone sizes.

FROM OBSERVATION TO CONSOLE

A rider scanning the QR code on JUMP’s console, with a phone in the rigid mount

01 · The bikes today

Unlocking meant finding the QR code and wedging a phone into a rigid, landscape-only mount.

Three final console concepts drawn over photos of the bike: clip-on, rotating and pressure-fit mounts

02 · Three final concepts

Clip-on, rotating and pressure-fit mounts, drawn over photos of the real bike.

A render of the rotating mount concept on the red bike, with and without a phone

03 · The first render

The rotating concept on the bike, before a final round of feedback shaped the finished console.

(07)

An app that knows where to go

JUMP’s own app could find and unlock a bike, but not much else. We audited both versions, prototyped fast and tested with students, then mapped the journey and structure before designing every screen.

WIREFRAMES

All ten original wireframes, redrawn. Each draws itself in, then the flow plays through and every wireframe wipes into its final design.

01

JUMP, first version

It showed nearby bikes and let you rent one, nothing more: no parks, no navigation and no link to the bike’s buttons.

02

JUMP, second version

A cleaner map and an easy barcode unlock, with Google Maps added, but still no directions.

03

A rough prototype

Testers found the flow from choosing a place to navigating clear, and liked the new Ride Rewards.

04

What to fix

Too much red, a buried ‘Nearby Locations’ page, and a home screen that needed a personal greeting.

05

Journey & structure

A journey map and an information architecture set where each feature lives, from onboarding to ending a ride.

ROUND TWO

A refined prototype

Next came a high-fidelity XD prototype with a calmer palette, a slide-up sheet for places and a greeting, tested again with students.

HOW THE APP EVOLVED

Original
Redesign
OriginalRedesign

01 · Home: JUMP’s app → redesign

The map stays, with search floating over it, categories one tap away and parks nearby in a sheet.

Round 1
Final
Round 1Final

02 · Route: rough → final

The all-red first pass became a calm, light map with one red route and one red button, closer to the Uber app testers pointed to.

Wireframe
Final
WireframeFinal

03 · Explore: wireframe → final

The wireframe’s structure carried through: search first, then four categories to explore, now as tiles in one sheet.

THE USER’S JOURNEY

How a ride feels, stage by stage: low while you hunt for a bike and unlock it, rising once the app suggests where to go, and peaking as you explore.

OnboardingWelcome · Tutorial & safety · Log in
HomeMap · greeting · search
ExploreExplore ProvidenceCategoriesTrails · Parks · Fitness · CafésLocationsDistance · ratings · pointsNavigationTurn by turn, on the map
Scan & rideQR code on the consoleActivateThe bike powers onRidePause · ResumeEnd rideRate · save · earn points
MenuAlways one tap awayPlan your tripNavigation · nearby placesYour tripsSaved & recommended routesAccountRewards · payment · help
ExploreThe new path: from a category to a place, then turn-by-turn directions to get there.

INFORMATION ARCHITECTURE

Onboarding leads to one home screen with three journeys: Explore, Scan & ride, and the Menu. Pick one to follow its path.

(08)

The app

    The final app, refined from the prototype we tested with students: open it, pick what you’re in the mood for, and ride. JUMP suggests places, guides you there and rewards you for going.

01 / 09 — EXPLORE

The map is the home screen

JUMP opens on a live map of Fox Point and College Hill. Parks, trails, cafés and gyms are pinned around you, and the places nearest you wait in a sheet below.

02 / 09 — SEARCH

Explore Providence

Tap Where to? to search, or pick what you’re in the mood for. Four categories cover the city, from bike trails to cafés, and recent places are one tap away.

03 / 09 — COMPARE

Compare places at a glance

Parks & Recreation lists each park with its distance, ride time, rating and the points you’ll earn for parking there, sorted for you.

04 / 09 — DECIDE

Know what you’ll find

Each place shows what you can do there, from the bike trail to the waterfront, and how other riders rated it. One red button takes you there.

05 / 09 — ROUTE

Preview the ride

Before you start, see the route on the map with the time and distance, choose the fastest, scenic or flattest way, and check the price.

06 / 09 — UNLOCK

Scan to unlock

Scan the code on the bike’s console to unlock it. The power button lights up when the bike is ready to go.

07 / 09 — RIDE

Ride, turn by turn

With the phone in the console, the next turn is the biggest thing on screen, with arrival time, battery and points in view, even on a night ride.

08 / 09 — FINISH

Rate it, save it

End the ride to see the time, distance and cost. Rate the place so other riders find good spots, and save the route for next time.

09 / 09 — RETURN

Ride it again

Saved rides wait in the Rides tab with their maps, ready to ride again, next to routes other riders recommend nearby.

RIDE REWARDS

Points for exploring

Riders earn points for parking at popular places, then redeem them as ride credit: a small nudge to try somewhere new next time.

The refreshed JUMP screens at an angle: Rewards at the center, with the ride summary, India Point Park, parks, a route preview and the profile around it

(09)

A console designed around your phone

The final console keeps the phone at the center of the ride, carries the JUMP name, and puts every control a rider needs within reach of the handlebars, lit for night rides.

FROM THE LAST CRITIQUE

Branding, rotation and room for any phone

The final round of feedback asked for official branding, a mount that rotates for a landscape view, and room for different phone sizes. The console answers all three.

The redesigned console on a red JUMP bike: a black mount holding a phone running the new app, with lit buttons and a QR code

INTERFACE BUTTONS & PLACEMENT

Each control does something on the phone: power, pause and search on the left, wireless charging on the right, and the QR code where a rider can see it.

THE FINAL CONSOLE

A render of the final console: the JUMP name on its face, lit controls on either side, and the phone in the mount showing the app’s map and places nearby

01 · Recognizable branding

The JUMP name runs down the console’s face, so it reads as part of the bike, not an add-on.

The console without a phone: the rotating mount, three lit buttons and the charging pad

02 · Rotates for a landscape view

The mount turns a quarter-turn, so the phone can sit upright for lists or sideways for the map.

(10)

What testers said

We tested two prototypes with students: a rough first pass, then a high-fidelity version built in XD. Here’s what changed, and what testers said about the second.

THE PROTOTYPES WE TESTED

The rough prototype: eight screens in bright red, from the JUMP splash and map to Parks & Bike Trails, navigation and Ride Rewards

Round 01 · Rough prototype

Testers found it clear from choosing a place to navigating, and liked Ride Rewards. But there was too much red, ‘Nearby Locations’ was hard to find, and the home screen felt impersonal.

The high-fidelity prototype: eight black-and-white screens, from the home map and Explore Providence to navigation, the ride summary, saved routes and Ride Rewards

Round 02 · High-fidelity prototype

Built in XD with a calmer black-and-white palette, one bright action per step, a slide-up sheet for places, and a greeting by name on the home screen.

HI-FI PROTOTYPE TEST

More refined

The interface looked more refined and professional than the first version we tested.

— What testers told us

HI-FI PROTOTYPE TEST

Places are easier to find

The slide-up sheet made it easier to find locations, and to reach the ‘Nearby Locations’ page.

— What testers told us

HI-FI PROTOTYPE TEST

It feels more personal

Overall, a better experience than the first edition, and one that feels more personal.

— What testers told us

(11)

Where it landed

Three months from a first walk around India Point to a tested prototype: an app that turns a JUMP ride into a way to explore Providence, and a console designed with it.

Tested twice

Two rounds of testing with students

A reason to ride

Explore, navigate, save routes and earn rewards

Designed around your phone

A console from lit buttons to a rotating mount

(12)

JUMP, redesigned for today

    The original screens were designed in 2019 and polished in 2021. Revisiting the project, I kept the research and every idea that tested well, and brought the interface up to today’s iOS patterns and accessibility standards. The screens throughout this case study show the refreshed design; here’s what changed.

2021 → TODAY

2021
Today
2021Today

01 · Home

The hamburger menu and grey sheet became a floating search bar, category chips, place cards and a tab bar.

2021
Today
2021Today

02 · Navigation

The next turn is now the biggest thing on screen, with arrival time, bike battery and points at a glance.

2021
Today
2021Today

03 · Rewards

Points now show progress toward a free ride, and the ways to earn are spelled out instead of hidden behind a question mark.

01

A tab bar, not a hamburger

Explore, Rides, Rewards and Profile are one tap away, and Scan to ride floats where your thumb already is.

02

Sheets that keep the map

Places, routes and the ride slide up over a live map instead of replacing it, so riders never lose their bearings.

03

Made for night rides

A dark map, large type and a Live Activity on the lock screen, so riders don’t need to unlock their phone mid-ride.

ACCESSIBILITY

Designed to today’s standards

Every control is at least 44 points, text meets WCAG AA contrast, and layouts leave room for larger text sizes. The action red was deepened to #D62828 so white labels stay readable, while JUMP red stays for the route and brand.

Three screens for night rides: scanning the code on the console, dark turn-by-turn navigation and a Live Activity on the lock screen

(13)

What I’d carry forward

Three things this project taught me about designing for how people move through a city.

01

Go and watch first

Mapping India Point in person showed us who was missing from it, something no survey alone would have told us.

02

Design the object and the screen together

The console and the app only worked once each was designed around the other: the buttons open the app, and the mount holds the map.

03

Build on habits people already have

Students already rode JUMP every day. Giving that ride a reason to explore was easier than asking them to start something new.

UP NEXT

CASE STUDY 001 · PLURR

Plurr

Shared photo albums for the people you meet at events — three rounds of field research, one productive failure, and App Store acceptance.

ROLE

Lead Product Designer

PLATFORM

iOS & Android

View case study

(05)

Let’s talk.

    Hiring for product design, design systems or 0→1 work? I’d love to hear about it.

What happens next

01

A quick reply

I read every message and usually reply within a day.

02

A short intro call

A quick call to hear about the role or project.

03

A walkthrough of the work

The projects most relevant to you, walked through together.

Jorge Andres Vargas

Jorge Andres Vargas

Design lead at Plurr

Open to full-time roles

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Jorge Andres Vargas®

Jorge Andres Vargas®

Jorge Andres Vargas®

Jorge Andres Vargas®

©2026 Jorge Andres Vargas

Designed and built in New York

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