Empathy > Define > Ideate > Prototype > Test
Then do it all again!
Heavily involved in User and Stakeholder research interviews and synthesis of collected data.
2 x 2s and digital synth
Objective: Gain a team understanding of problems uncovered during research
Ongoing educated Assumptions, Problem Statement and Hypothesis Generation
Team consensus on ranking of problems by risk and value
Collaborative stickie and white board exercises. Uncovering best ideas to incorporate into low-fi and hiFi comps and prototypes
Using company standardized Style Guides, develop and ideate using Sketch, Invision & Axure
Pairing with PM's, Engineers and Developers testing the solution each step of the way with Users. Ensuring each component or feature works intuitively and seamlessly works for the User
We initially gathered info from the existing websites, downloadable information and then held stakeholder meetings.
Increase Associate Engagement with the Homer Fund
What do we know and what do we need to know? How to create the best user experience design possible. Step 1, Gather information from existing sources and stakeholder meetings.
After collecting survey results and analyzing them we developed personas and were able to determine what the solution needed to have to be successful.
We looked at a multitude of tangental interfaces:
Event sites / crowd funding / calendar apps / games / check-ins apps
Comparative Analysis findings
We took all the nouns from our sessions and used them to piece together what exactly we needed to build. Then organized it into areas of focus.
Using Active Directory and LDAP the sign-in, tracking and event management was much easier to construct so that the App fit in with existing systems.
Game Design applies game tactics to other experiences.
Badges: Intrinsic rewards for task completion
Leaderboards: Competitive acknowledgement
Trophies: Winnable objects for grand tasks
Variable Rewards: Prerequisite based chance lotteries
“A 2015 survey on gamification showed that 89% of people feel that a gamified system would boost their engagement.”
After designing the initial pages in Sketch, we printed them out and asked Users to manually step through the various processes using the paper prototypes.
Logging and analyzing all the test results, we then modified our pages in Sketch and put together a hi-fi prototype and asked a different group of testers to test our App.
Using the App will conceptually help increase participation, in-turn boost donations and we also added a feature that allows the Home Depot Associates to customize "Homer", the Home Depot mascot!
This App catalogues Street Artists, their Artwork by location and utilizes proximity beacons to help navigate the "out-of-the-way" areas where some of their artwork lives.
My goal was to find out what information Street Artists were willing to provide to the public on themselves, their artwork, and the locations they used as their canvas.
After interviewing Artists and organizing their answers. I was able to piece together a similar persona that fit most artists. Almost every artist wanted the viewer to know the story behind their art.
Now that I had info and data it was time to arrange all the parts so that potential users could understand it as a whole. Construction of User flows and Site Maps took shape.
With a user flow worked out. I now had enough to start sketching out thoughts on how a user would navigate through the App, then create low fidelity wireframes.
Developing the clickable prototype, then testing the process I'd worked out with users, allowed me to see gaps and ways to make the navigation more intuitive.
Making adjustments along the way, betters the users experience. Creating Hi-Fi wireframes provides a way to "see" what the final App should look like and how it will function.
After research, analysis, design studio sessions and persona creation from survey feedback, a solution was formulated using an App with 3 distinct features: