UX Designer (Solo)
January - February 2022 (6 weeks)
As Entertainment transitions to predominately digital platforms, there is a diverse selection spread throughout the internet. Our team wants to tackle the discoverability problem for potential users to have a primary tool for planning their entertainment content.
Creating an all-in-one library hub for content
Promoting community through social features
Making discovering content more intuitive
The ideal participant consist of people who regularly consumes digital entertainment. These participants will help us understand consumer preferences, consumer behavior, and system preferences.
User interviews will be conducted to collect qualitative data from participants. Three volunteers were selected to share their insights over video call.
With the data collected from the interview, we created the actual persona for the target users. Meet Taylor - the creative social.
Although there are a wide range of selection, users experience a paradox of choice - making it difficult to narrow down and find a match. They want to discover content that aligns with their niche interest and taste.
As a result, users become discouraged by the amount of time it takes to satisfy their needs.
User Needs & Pain Points
From the user interviews, data was collected to understand what users' desires and frustrations when figuring out media to consume.
Aspects of user needs and pain points are interconnected. For example, there were crossovers between content library and discoverability in regards to preferences, browsing, and decision making.
How Might We...
combine content across platforms to make discoverability accessible all in one space?
improve recommendations so that our users can quickly receive media that matches their taste?
improve search functions so that our users can successfully find what they are interested in?
incorporate social features so that our users are encouraged to interact with their friends?
User Likes, Wishes, and What Ifs
By seeing what users value and desire, I could better understand what developments for the app. Dot voting helped to determine what aspects to prioritize.
A user flow was created to visualize how the user navigates through the app and what leads them to each stage/feature.
Based on user needs, multiple features were created to solve the problem for discoverability and community.
Span the Scopes will help users plan their entertainment by:
Combining content across different platforms to have it easily accessible all in one space
Making discovering new content interactive by tailoring to the user’s preferences
Building community through social features
Before creating the prototype, I sketched mockups of what the app would entail such as various screens, details, and ideas.
According to design psychology, users have a familiarity bias towards things they are familiar with. Therefore, I referenced popular apps to take inspiration from their features. I wanted to incorporate these designs to reduce users' cognitive load when using the app.
40+ screens were wireframes. It was important to develop the framework in this phase before building it out. Variations of the screens were created to visualize what could work best.
Usability tests were be conducted over moderated video calls on low-fidelity Figma wireframes
With the feedback during usability testing, the data was organized to see what needed to be improved to encourage users to stay on the app.
Based on feedback from my mentor and through usability testing, I was able to make improvements to the design.
As a first project, it was exciting learning more in-depth about the process. For each aspect of a product, there are numerous details that go into a feature. It was fun brainstorming the possibilities, and seeing it slowly come to life.
Since the project was ambitious, in the future it would be beneficial to focus on one aspect in order capture all the details to build a strong product. I would love to work directly with engineers to see the limitations and potential when creating a digital product.
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