3M RepairStack Mobile Invoicing

Taking Invoicing from the Desktop to the Shop Floor

Role

Product Design Intern
Sole UX Designer

Product Design Intern, Sole UX Designer

Timeline

Jun–Aug 2025
3 months

Jun–Aug 2025, 3 months

Team

3M SIBG Group

UX Research, Product, Engineering, Sales

Cross-functional team, UX Research, Product, Engineering, Sales

Platform

iOS and Android

Mobile application, iOS and Android

OVERVIEW

Completing the mobile invoicing workflow

  • Expand the desktop invoicing experience to mobile

  • Replace paper-based work with real-time documentation

  • Enable end-to-end invoicing on the shop floor

IMPACT

Incorporated into the live product

  • 97 SUS score from six estimators

  • 90% task success with zero critical failures

  • Recommendations incorporated into the mobile app

Background

Mobile captured materials, but invoicing remained on desktop

Mobile captured materials, but invoicing remained on desktop

3M RepairStack’s mobile app allowed estimators to scan materials, but the rest of the invoicing workflow was only available on desktop.

3M RepairStack’s mobile app allowed estimators to scan materials, but the rest of the invoicing workflow was only available on desktop.

Problem to Solve

Estimators could not finish invoices on the shop floor

How might we bring the complete invoicing workflow to mobile?

Our Solution

Expand the existing mobile experience into an

end-to-end invoicing workflow for the shop floor.

Capture Damage in Context

Select the damaged area and repair type directly on an interactive vehicle diagram.

Add Materials on the Spot

Search or browse materials without walking back to the cabinet or relying only on barcode scanning.

Review and Submit

Review repair applications, materials, quantities, and costs before submitting the invoice.

WORK PROCESS

Project timeline

From workflow gaps to a validated solution

As the sole UX designer, I led the project from research

and concept development through testing and handoff.

As the sole UX designer, I led the project from research and concept development through testing and handoff.

RESEARCH

Understanding estimator needs

Following the invoice across the shop

Workflow observations showed that estimators relied on

paper and memory while moving between disconnected tools.


  • Damage was recorded and re-entered later

  • Materials required repeated trips across the shop

  • Mobile invoices could not be reviewed or submitted

Workflow observations showed that estimators relied on paper and memory while moving between disconnected tools.


  • Damage was recorded and re-entered later

  • Materials required repeated trips across the shop

  • Mobile invoices could not be reviewed or submitted

(Journey Map)

What if the invoice could follow the estimator?

(Design Requirements)

DESIGN NEEDS

Defining the design space

Bringing essential desktop tasks to mobile

I mapped the invoicing journey across desktop and mobile to find where mobile could add the most value. I focused on helping estimators capture repair applications, and search materials easily, then aligned these features with the existing mobile flow for consistency.

(User Flow)

DESIGN DEVELOPMENT

Building the mobile design direction

Developing a feasible mobile design concepts

I explored multiple concepts and aligned with stakeholders. The selected direction combined visual damage selection, simplified material entry, and invoice review.

(Concept Sketch)

Prioritizing what matters on a smaller screen

The challenge was deciding what information estimators needed most on a smaller screen. I analyzed performance data, developed interaction hypotheses, and translated the findings into mobile design layouts.

(Heat Map & Google Analysis)

How do we redesign desktop-first information to support quick, accurate decisions on mobile?

How do we redesign desktop-first information to support quick, accurate decisions on mobile?

(Information Hierarchy)

Translating insights into testable interactions

I mapped the information architecture, prototyped the primary

workflow, and refined it using the existing 3M design system.

I mapped the information architecture, prototyped the primary workflow, and refined it using the existing 3M design system.

(Low Fidelity Prototype)

(High Fidelity Prototype)

DESIGN REFINEMENT

Prototype test and improvements

Making repair selection faster and clearer

Through internal design critiques, I improved the repair application selection flow to reduce friction. Early concepts made precise selection and review difficult. The refined experience enlarged touch targets, clarified selection states, and organized locations around the vehicle.

Improving touch accuracy and clarity on the shop floor

Prototype testing showed where conventional mobile patterns broke down under real working conditions, and made changes.


  • Gloved hands reduced touch accuracy: enlarged touch targets

  • Estimators thought spatially: matched the vehicle layout

  • Busy shops required quick decisions: clarified selection states

Bringing familiar desktop navigation to mobile

To reduce ambiguity, I replaced the unclear selected repair applications with the tab pattern users already knew from desktop. Estimators could navigate the mobile version without relearning anything.

FINAL DESIGN

Complete the Invoice wherever the work happens

EVALUATION

Testing value and usability

Measuring impact through usability testing

I conducted task-based testing with six estimators to evaluate usability, familiarity, and perceived value. The prototype achieved a 90 percent success rate with no critical failures, confirming strong usability.

(Usability Test Results)

(Usability Test Results)

Refining the experience through testing

Estimators preferred starting with the vehicle diagram but needed larger touch targets for accuracy. I recommended larger interactive areas and clearer visual details to improve precision.

Testing also showed that experienced estimators relied more on product color than material images. I proposed adding color indicators during quantity selection so users could distinguish variants more quickly.

(Implications from Evaluation)

PRODUCT IMPACT

How my work helped the team move forward

Preparing the experience for implementation

I documented the research findings, usability results, design specifications, and recommendations for the next phase of development. I also expanded the mobile design system with responsive components and handed off the final experience with engineers.

What my team said πŸ’¬

REFLECTION

My take away from the journey

πŸ‘Š Project challenge

Designing for the environment, not just the screen


The greatest challenge was translating a complex desktop workflow into a mobile experience that worked under real shop-floor conditions.


Gloves, bright lighting, constant movement, and limited attention changed how familiar interface patterns needed to behave. This project taught me to design around the user’s environment, not simply the screen.

πŸ“ What I learned

A successful desktop-to-mobile transition requires more than resizing an interface. It requires understanding which information matters in the moment and redesigning interactions around the context in which they are used.

πŸ‘‰ If I had more time

With more time, I would test the experience with a larger group of estimators, evaluate feature preferences through targeted experiments, and further improve accessibility for different shop environments.