This document describes a photo scavenger hunt mobile app project called Photo Hunt. The project involved designing an app to allow users to explore parts of their city through social scavenger hunt games using their phone camera. User research was conducted through interviews and personas were developed. Prototypes were created using wireframing and tools like Adobe XD. The prototypes were tested with users to identify issues to improve the user experience, such as making the goals and flow of the scavenger hunts clearer to users. The project followed a design thinking process over 18 months.
The document provides examples of Sarah-Beth Zoto's work experience in UX design, including projects for a hospital network, retail and technology clients, and industries like biotechnology and medical devices. It summarizes her skills in areas like information architecture, interaction design, and visual design. Case studies are described for projects like a property management inspection app, an eBook borrowing app for a library, and redesigning an online events catalog for a hospital system.
This document provides information about a user experience designer named Jaden Ng. It includes their portfolio, process, tools, case studies and testimonials. The portfolio highlights a case study where Jaden worked with Zipcar to design a carpooling feature and a client project with Chartbeat to redesign their user management system. For both projects, Jaden's role included research, user flows, prototyping and testing.
Marga Javier UX Designer & Strategist PortfolioMargaret Javier
油
This document provides an overview of Marga Javier's background and experience as a UX designer and strategist. It summarizes some of her past projects, including creating an e-commerce gift guide for Strand bookstore based on curations from influential New Yorkers, designing an administrative platform for concierges to book massages through Zeel, and conceptualizing an art exchange platform between museums called Google Museum Exchange. It then describes Marga's design process, highlighting how she conducts user research, gains insights, and makes informed design decisions. Finally, it provides her contact information for further discussion.
Hi' that's my personal portfolio of those late years (2015 to 2017).
I am working for Orange in Ivory Coast/Cote d'Ivoire for 2 years. My job as Lead UX designer is to help marketing team create and maintain great user satisfaction.
For exemple I worked on Apps, dealing with graphic and customer journey modifications. We worked in agile mode helping us in the delivery.
I've also done field searches using design methods (quanti & quali). The main objective was to ensure maket fit and if not imagine others solutions.
Feel free to get in touch with me,
I'm open to any ideas, opportunities and side projects (furthermore if it's for Africa) :)
Understanding Location-based Information Sharing in a Mobile Human Computatio...phonecom
油
1. The document discusses SPLASH, a mobile game that allows users to share location-based information and play mini-games.
2. A study was conducted with 40 participants using SPLASH for 6 days to understand actual usage and user perspectives.
3. Findings showed that participants used SPLASH during leisure time and shared more information consistently than gameplay. Users generally found the information sharing and avatar features intuitive but wanted more variety and challenge in games.
This document provides an introduction to user experience design. It defines user experience as encompassing all aspects of a user's interaction with a company, service, or product. It describes the role of a user experience designer as involving user research, content creation, coding, user interface design, and competitive analysis. The document outlines techniques for user experience research like usability testing, guerrilla research, and competitive analysis. It discusses how to create personas and problem statements to understand users and design problems. Finally, it provides an activity using a persona and problem statement to demonstrate how to apply this knowledge to design decisions.
Fundamentals and practices of UX research Lucia Trezova
油
This document provides an overview of user experience (UX) research methods. It discusses personas, user journey mapping, card sorting, competitive auditing, heuristic evaluation, and usability testing as common UX research techniques. For each technique, it describes what the technique is used for, when it should be conducted in the product development process, and its objectives. The document also discusses low and high-fidelity prototyping for usability testing and explains how heat maps can be used to understand how users interact with websites and apps.
The document summarizes two UX design projects by Neha Kulkarni. The first was redesigning the VProud.tv website to address user drop-off rates and improve navigation. The second was designing a mobile app and glove called Tone to help users reduce stress through music based on emotions detected by the glove sensors. Both projects involved extensive user research including surveys, interviews and usability testing to identify challenges and design effective solutions.
The team conducted research and designed a print feature for Instagram. They:
1) Surveyed Instagram users and identified that most print for gifts and want easy, customizable printing.
2) Created personas of potential users and discovered needs like minimal effort printing.
3) Prototyped the feature in PopApp and Flinto, finding the print icon location and editing was unclear.
4) Iterated the designs based on user testing, adding a print queue and making print an option in likes/comments.
5) Developed a higher fidelity Axure prototype with the checkout flow.
6) Identified opportunities like easier project access and more engagement through tapping photos instead of below.
This document outlines the process for developing the Right Click - Android App, which aims to educate DSLR camera owners on manual photography settings through a simple yet informative mobile application. It involved:
1) Interviewing photographers to understand challenges like intimidating information and lack of visual examples.
2) Brainstorming solutions like a contextual mobile app with easy-to-follow content and consideration for varied lighting conditions.
3) Creating mockups and meeting with developers to validate the idea.
4) Releasing the app on Google Play Store after 8 months of design iterations and development, costing $175 total. The app now has over 100,000 downloads after 2 years.
This document outlines 8 principles for making user research lean:
1. Just do it - Conduct research in real world locations like coffee shops and airports.
2. It's a collective effort - Research should involve the whole product team to surface assumptions and gaps.
3. Know your assumptions - Sketching helps reveal assumptions.
4. Mix discovery and validation - Blend new ideas generation with improving existing products.
5. Go beyond listening, watch what they do - Observation provides important insights beyond interviews.
6. Quality over quantity - Look for patterns rather than large samples.
7. Go beyond interviews and observations - Methods like phone tours, diaries and concept comparisons provide additional insights.
8.
The document summarizes a UX case study for an app called KG Feelings, which aims to teach children about emotions and empathy. The designer conducted user research including interviews and competitive analysis. Low-fidelity prototypes were created and tested, revealing areas of confusion. The designs were then refined with simplified layouts, images and navigation. High-fidelity prototypes were made across devices. The next steps are to add more details, conduct further testing and potentially include video features.
Exploring User Stories Through Mind mappingKenji Hiranabe
油
This document discusses how mind mapping can benefit software development and exploring user stories. It provides an overview of mind mapping and how it can be used to capture a big picture view of user needs and wishes in order to identify user stories. The document demonstrates mind mapping for a library system user interview, showing how user stories can be identified from the mind map. It concludes that mind mapping is effective for gathering information, exploring topics freely in user interviews, and providing a high-level view of user needs to identify user stories.
This portfolio reflects on Seema Pradhan's interaction design skills and samples of work from both personal exercises and group projects. It includes 4 personal samples showing brainstorming ideas to connect phones, storyboarding a train journey app, sketching a product barcode scanning app, and ideating a crowded train carriage indicator. It also includes 3 group project contributions of affinity diagramming to define the problem, creating a persona template, and transforming a paper prototype to a high-fidelity digital prototype. The reflection analyzes the strengths and weaknesses of each sample and areas for further improvement.
Session 3: Sketching and User-centered DesignLeanna Gingras
油
This week's UX class covers good design, brainstorming and concepting, sketching, design rules of thumb, and the art of critique. There's a LOT of sketching exercises. Learn by doing!
These are lecture slides for the User Experience class I'm teaching at SVC. Learn more here: http://svc-ux1.leannagingras.com/
UX Activities for Pet Wearable iOS Mobile AppNicole Warner
油
Mobile app product development for a pet wearable device. Product tracks fitness and health stats. Also, includes tracking service and remote access to dog door.
Presentation for SMU UX certification class.
This document summarizes a case study done by Team X to explore adding a print feature to Instagram. Through user research, they identified opportunities to allow users to customize and purchase physical prints of their photos. They created prototypes to test placing a print icon, editing photos for printing, and the checkout flow. Feedback indicated the print icon location and starting a print project needed clarification. The final prototype in Axure addressed these issues and provided a seamless experience from awareness to purchase completion while not disrupting the core Instagram experience.
Understanding User Experience Workshop - Interlink Conference 2012Lynne Polischuik
油
The document discusses user experience design and provides guidance on conducting user research and design. It recommends starting with discovery activities like interviews and empathy mapping to understand users. Personas should then be created to represent different user types. Guerrilla user research methods are suggested to validate assumptions and identify opportunities. Design principles informed by research can guide the design process. A design studio approach engages the team in sketching and combining ideas. Prototypes should be tested with users early through methods like guerrilla testing to iterate on the design.
The document provides an overview of the user experience design process, beginning with gathering observational data through site visits and analyzing it to create experience maps and personas. It then discusses techniques for idea generation like scenarios and storyboarding, as well as paper prototyping and testing. The whole team should be involved from the beginning in order to truly incorporate user needs. Observational research is emphasized as the foundation for an empathy-driven and user-centered approach.
Jason Moore - Interaction design in enterprise teamsroblund
油
The document discusses interaction design for enterprise teams. It outlines 3 key ideas: 1) what interaction design (IxD) is, which is a design discipline focused on defining the behavior of products; 2) how IxD teams at Workiva are structured to support product success, focusing on discovery through methods like customer interviews, journey mapping, and prototyping; 3) how product discovery plays a key role in Workiva teams by helping them evolve ideas into actionable plans through techniques like empathy mapping, customer interviews, and story mapping to define minimum viable products. The document emphasizes the importance of discovery techniques in understanding user needs and validating solutions before development.
1) Students will interview important people in their lives about topics like age, interests, and pet peeves then create an iMovie to share the interview experience and responses.
2) In groups of three, students will pick a problem to address by designing an app, going through the design cycle steps of validating the problem, researching other successful apps, and creating a design specification document.
3) Students will then build a prototype using a wireframing tool, create a marketing campaign, and present their app prototype at a "Tech Crunch Disrupt" event on November 1st.
This document provides a template and guidelines for students to use to create a SIP Brief summarizing their SIP project. The template includes sections for the technical field, background information, prior art, project description, innovation claim, usage scenario, evaluation criteria, objectives and tasks, design prototype description, evaluation plan, project completion assessment, and appendices. Students are instructed to use the template to concisely describe their project, its goals and background, how it compares to and improves upon prior solutions, how it will be developed and evaluated, and lessons learned. The guidelines provide examples and recommendations for completing each section to clearly communicate the project scope, goals, and outcomes.
This document provides an overview of approaches for early stage interaction design projects, from developing initial ideas to creating paper prototypes. It discusses developing personas to represent target users and creating scenarios to illustrate how a user might interact with a concept. The document gives examples of a persona template and provides resources for learning more about personas, scenarios, and other user-centered design techniques.
Malini is a PhD student researching plant genomics who joined a research institute 6 years ago. While she has taken longer than usual to complete her PhD due to her tenacity and passion for her work, she is hopeful to finish this year or next. She feels constrained by insensitive university standards but knows she must persist. After graduating, she hopes to find stable employment as a scientist but her real passion is to be an entrepreneur. The problem presented is how to help Malini build appropriate connections for a successful career as an entrepreneur.
10 Principles to Build an Addictive Product and ServiceBorrys Hasian
油
There are about 2.6m apps on the Play Store. Thats 2 with six 0s.
How do you drive users to start using your app, become engaged, gain value from it, and keep coming back?
The document summarizes two UX design projects by Neha Kulkarni. The first was redesigning the VProud.tv website to address user drop-off rates and improve navigation. The second was designing a mobile app and glove called Tone to help users reduce stress through music based on emotions detected by the glove sensors. Both projects involved extensive user research including surveys, interviews and usability testing to identify challenges and design effective solutions.
The team conducted research and designed a print feature for Instagram. They:
1) Surveyed Instagram users and identified that most print for gifts and want easy, customizable printing.
2) Created personas of potential users and discovered needs like minimal effort printing.
3) Prototyped the feature in PopApp and Flinto, finding the print icon location and editing was unclear.
4) Iterated the designs based on user testing, adding a print queue and making print an option in likes/comments.
5) Developed a higher fidelity Axure prototype with the checkout flow.
6) Identified opportunities like easier project access and more engagement through tapping photos instead of below.
This document outlines the process for developing the Right Click - Android App, which aims to educate DSLR camera owners on manual photography settings through a simple yet informative mobile application. It involved:
1) Interviewing photographers to understand challenges like intimidating information and lack of visual examples.
2) Brainstorming solutions like a contextual mobile app with easy-to-follow content and consideration for varied lighting conditions.
3) Creating mockups and meeting with developers to validate the idea.
4) Releasing the app on Google Play Store after 8 months of design iterations and development, costing $175 total. The app now has over 100,000 downloads after 2 years.
This document outlines 8 principles for making user research lean:
1. Just do it - Conduct research in real world locations like coffee shops and airports.
2. It's a collective effort - Research should involve the whole product team to surface assumptions and gaps.
3. Know your assumptions - Sketching helps reveal assumptions.
4. Mix discovery and validation - Blend new ideas generation with improving existing products.
5. Go beyond listening, watch what they do - Observation provides important insights beyond interviews.
6. Quality over quantity - Look for patterns rather than large samples.
7. Go beyond interviews and observations - Methods like phone tours, diaries and concept comparisons provide additional insights.
8.
The document summarizes a UX case study for an app called KG Feelings, which aims to teach children about emotions and empathy. The designer conducted user research including interviews and competitive analysis. Low-fidelity prototypes were created and tested, revealing areas of confusion. The designs were then refined with simplified layouts, images and navigation. High-fidelity prototypes were made across devices. The next steps are to add more details, conduct further testing and potentially include video features.
Exploring User Stories Through Mind mappingKenji Hiranabe
油
This document discusses how mind mapping can benefit software development and exploring user stories. It provides an overview of mind mapping and how it can be used to capture a big picture view of user needs and wishes in order to identify user stories. The document demonstrates mind mapping for a library system user interview, showing how user stories can be identified from the mind map. It concludes that mind mapping is effective for gathering information, exploring topics freely in user interviews, and providing a high-level view of user needs to identify user stories.
This portfolio reflects on Seema Pradhan's interaction design skills and samples of work from both personal exercises and group projects. It includes 4 personal samples showing brainstorming ideas to connect phones, storyboarding a train journey app, sketching a product barcode scanning app, and ideating a crowded train carriage indicator. It also includes 3 group project contributions of affinity diagramming to define the problem, creating a persona template, and transforming a paper prototype to a high-fidelity digital prototype. The reflection analyzes the strengths and weaknesses of each sample and areas for further improvement.
Session 3: Sketching and User-centered DesignLeanna Gingras
油
This week's UX class covers good design, brainstorming and concepting, sketching, design rules of thumb, and the art of critique. There's a LOT of sketching exercises. Learn by doing!
These are lecture slides for the User Experience class I'm teaching at SVC. Learn more here: http://svc-ux1.leannagingras.com/
UX Activities for Pet Wearable iOS Mobile AppNicole Warner
油
Mobile app product development for a pet wearable device. Product tracks fitness and health stats. Also, includes tracking service and remote access to dog door.
Presentation for SMU UX certification class.
This document summarizes a case study done by Team X to explore adding a print feature to Instagram. Through user research, they identified opportunities to allow users to customize and purchase physical prints of their photos. They created prototypes to test placing a print icon, editing photos for printing, and the checkout flow. Feedback indicated the print icon location and starting a print project needed clarification. The final prototype in Axure addressed these issues and provided a seamless experience from awareness to purchase completion while not disrupting the core Instagram experience.
Understanding User Experience Workshop - Interlink Conference 2012Lynne Polischuik
油
The document discusses user experience design and provides guidance on conducting user research and design. It recommends starting with discovery activities like interviews and empathy mapping to understand users. Personas should then be created to represent different user types. Guerrilla user research methods are suggested to validate assumptions and identify opportunities. Design principles informed by research can guide the design process. A design studio approach engages the team in sketching and combining ideas. Prototypes should be tested with users early through methods like guerrilla testing to iterate on the design.
The document provides an overview of the user experience design process, beginning with gathering observational data through site visits and analyzing it to create experience maps and personas. It then discusses techniques for idea generation like scenarios and storyboarding, as well as paper prototyping and testing. The whole team should be involved from the beginning in order to truly incorporate user needs. Observational research is emphasized as the foundation for an empathy-driven and user-centered approach.
Jason Moore - Interaction design in enterprise teamsroblund
油
The document discusses interaction design for enterprise teams. It outlines 3 key ideas: 1) what interaction design (IxD) is, which is a design discipline focused on defining the behavior of products; 2) how IxD teams at Workiva are structured to support product success, focusing on discovery through methods like customer interviews, journey mapping, and prototyping; 3) how product discovery plays a key role in Workiva teams by helping them evolve ideas into actionable plans through techniques like empathy mapping, customer interviews, and story mapping to define minimum viable products. The document emphasizes the importance of discovery techniques in understanding user needs and validating solutions before development.
1) Students will interview important people in their lives about topics like age, interests, and pet peeves then create an iMovie to share the interview experience and responses.
2) In groups of three, students will pick a problem to address by designing an app, going through the design cycle steps of validating the problem, researching other successful apps, and creating a design specification document.
3) Students will then build a prototype using a wireframing tool, create a marketing campaign, and present their app prototype at a "Tech Crunch Disrupt" event on November 1st.
This document provides a template and guidelines for students to use to create a SIP Brief summarizing their SIP project. The template includes sections for the technical field, background information, prior art, project description, innovation claim, usage scenario, evaluation criteria, objectives and tasks, design prototype description, evaluation plan, project completion assessment, and appendices. Students are instructed to use the template to concisely describe their project, its goals and background, how it compares to and improves upon prior solutions, how it will be developed and evaluated, and lessons learned. The guidelines provide examples and recommendations for completing each section to clearly communicate the project scope, goals, and outcomes.
This document provides an overview of approaches for early stage interaction design projects, from developing initial ideas to creating paper prototypes. It discusses developing personas to represent target users and creating scenarios to illustrate how a user might interact with a concept. The document gives examples of a persona template and provides resources for learning more about personas, scenarios, and other user-centered design techniques.
Malini is a PhD student researching plant genomics who joined a research institute 6 years ago. While she has taken longer than usual to complete her PhD due to her tenacity and passion for her work, she is hopeful to finish this year or next. She feels constrained by insensitive university standards but knows she must persist. After graduating, she hopes to find stable employment as a scientist but her real passion is to be an entrepreneur. The problem presented is how to help Malini build appropriate connections for a successful career as an entrepreneur.
10 Principles to Build an Addictive Product and ServiceBorrys Hasian
油
There are about 2.6m apps on the Play Store. Thats 2 with six 0s.
How do you drive users to start using your app, become engaged, gain value from it, and keep coming back?
Nature Inspired Innovation : Designing The Future Using Lessons From The Pastjejchudley
油
In an era dominated by technological revolution, design thinking's impact on economic and cultural success is undeniable.
However, its focus on 'designing for the user' often neglects the broader real-world implications of the complex systems within which the things we design are used.
In this talk, we will advocate for embracing evolutionary and ecological theories as a toolkit for understanding and designing for our dynamic and interconnected world.
By exploring questions about innovation speed, efficiency, and societal impacts through this lens, attendees will gain insights into enhancing UX design, fostering creative problem-solving, and developing impactful, innovative solutions.
From this presentation you will learn:
- How a better understanding of natural biological systems will help to improve their design practice
- The importance of considering the context of how and where your designs will be used
- How to think about your work in different ways that will enable them to take different approaches to problem solving
- How to adopt systems thinking approaches to help you design more impactful, innovative and effective design solutions.
If I Miss This Putt I'll Kill Myself ShirtTeeFusion
油
Golf is a game of precision, patience, andlet's be honestfrustration. If you've ever stood over a crucial putt with your heart pounding, you know the stakes feel higher than they should. Thats why the "If I Miss This Putt I'll Kill Myself" Shirt is the perfect way to add some humor to the game. This hilarious golf t-shirt is designed for golfers who take their putting game seriouslybut not too seriously. Whether you're playing for fun, competing in a tournament, or just hanging out at the clubhouse, this shirt will have everyone laughing.
https://dribbble.com/shots/25728836-If-I-Miss-This-Putt-I-ll-Kill-Myself-Shirt
The Business Administration Presentation provides a comprehensive exploration of the core concepts, functions, and importance of business administration in modern organizations. It highlights the key principles of managing business operations, strategic decision-making, and organizational leadership, offering a clear understanding of how businesses operate and thrive in competitive markets.
Transform your space into a sanctuary with SPL Interiors where comfort meet...SPL Interiors
油
A bedroom is more than just a place to sleep; it's where you find comfort and a sense of peace. It's the room that feels like a hug after a busy day. The bed, soft and inviting, is where you can sink into relaxation, with pillows that cradle your head and blankets that make you feel cozy and safe. It's a place where you can let go of the world and just be.
You might have a dresser or a closet, a place to tuck away clothes and personal items, but its also where you keep the little things that make you feel at homelike a favorite book on the nightstand or a candle that smells like calm. Soft lighting adds warmth, and windows let in just enough natural light during the day to keep things bright but not too harsh.
Decor adds that personal touchwhether its a plant in the corner, art on the walls, or a rug that feels nice underfoot. Its where you can get away from everything, to recharge or reflect, and to make the space feel completely yours. A bedroom is the ultimate safe haven, designed for comfort, rest, and a sense of belonging.
What is 3D Visualization? A Simple Guide for BeginnersZealous Services
油
Explore how 3D visualization transforms ideas into reality from architectural designs to product concepts. This guide dives into its wide-ranging applications, essential tools, and step-by-step processes, making it easy for both beginners and professionals to master. Whether youre creating immersive environments, crafting product prototypes, or enhancing customer experiences, 3D visualization bridges the gap between imagination and execution. Perfect for designers, marketers, and innovators alike discover how this powerful technology brings your concepts to life with stunning precision and creativity. Lets step into the future of design!
Blog Link: https://www.zealousxr.com/blog/what-is-3d-visualization-beginners-guide
Our 3D Works: https://www.zealousxr.com/our-3d-works
Crown Freak Of Philos Shirt Crown Freak Of Philos ShirtTeeFusion
油
Are you a fan of philosophy, royalty, and all things unique? The Crown Freak of Philos shirt is more than just a piece of clothingit's a bold fashion statement that combines intellect, power, and individuality. Whether youre a deep thinker, a literature enthusiast, or simply love standout graphic tees, this shirt is perfect for you!
https://dribbble.com/shots/25736946-Crown-Freak-Of-Philos-Shirt
APPROPRIATETECHNOLOGIES FOR URBAN AND RURAL HOUSINGJIT KUMAR GUPTA
油
. Construction technology has genesis in Interplay of-- design, manpower, money, machinery, material, resources, software, quality, durability, environment, ecology
-- Technology used during construction helps push Construction industry forward,
-- for driving advancement / innovations/ increased efficiency in construction
New Technologies--Modular construction, Prefab const , Robotics, drone, Artificial intelligence, 3D printing, Augmented Reality, Virtual Reality etc.,
--Technology Empowers people to work smarter/ more efficiently.
-- Technology Changing ways industry thinks, looks and operate at --production / construction.- From Construction to Production of Buildings involving making Building parts of a project off-site, to exact specifications and to Mass-produce pieces -- used repeatedly; taking Construction productivity to new level- overcoming labour shortages - increasing speed of construction,- making construction economical,
- promoting time- efficiencyMaking buildings cost effective- Making construction safe
- Addressing complicated /difficult situation -helping industry addressing larger challenges. Technology remains key to address major challenges & adapt to future.- making buildings lean, compact, smart,
Cost-effective, Timeefficient, Energy efficient, Material- efficient, Qualitative, Healthy, Durable, Eco-friendly, Sustainable
Tarma - Chanchamayo diagrama unifilar.pdfRoger Roman
油
Photo hunt
1. Photo Hunt 1
Photo Hunt
Created Dane T
Description Challenges to outdoor recreation, and a solution
Tags Design Thinking Mobile App Qualitative Research
Timeline 18 mo. as part of UX school curriculum
2. Photo Hunt 2
A project about giving people a way to scavenger hunt almost anywhere using a
phonemeant to create opportunity to get outside the home for recreational or
social activity
What We're Up Against
3. Photo Hunt 3
Problem: Young adults want to go
out, but...
the priority is to have funsocially
and inexpensively. Sometimes this
leads to them staying in instead of
exploring local spots.
Goal: Create a scavenger hunt app
that gives people opportunities
to...
explore parts of their city they
wouldn't otherwise visit, and do so
in a social game format that meets
requirements given in
CareerFoundry's UX Design
course.
Role: I acted
as a UX
Generalist,
doing
discovery,
ideation,
prototyping,
and testing
guided by my
mentor at
CareerFoundry
Methods: User-centered design
Competitive analysis
Generative and evaluative research
User personas
Information Architecture and User
Flows
Wireframing and Prototyping
Tools: Adobe XD, Webflow, Balsamiq, and of course, Pencil & paper
Process: Roughly follows Design Thinking (slight variation in this document)
4. Photo Hunt 4
Timeline: While acquiring new skills and attempting to get the best
possible result (a noble shortcoming I'll explain later), the project took
place over 18 months
Approaching the
Problem
Step 1 - The Lay of the Land: Competitive Research
Several apps already exist for hiking, group games, corporate scavenger hunts,
and hidden treasure games.
Two competitors that turned up in search engines and the app store were Let's
Roam and Geocaching, both about outdoor recreation. Our new app can draw on
their successes and improve on their weaknesses.
Geocaching and Let's
Roam each set their
5. Photo Hunt 5
homepage as the map,
so picking a game is fast
and easy. Since a gold
standard for locational
apps, Google Maps, also
uses the map-first
design, our current
project should be well-
off going map-first.
Note on Geocaching
In Geocaching, a
player can log a find
in as few as 3 clicks.
Note on Let's Roam
Let's Roam, above,
seems to waste
some screen "real
estate", as less of
the viewport is
available for the
map.
Research on Geocaching (a treasure hunt app) is what inspired the idea of photo
hunting, which became the subject of the project you're reading about here.
User Stories & Job Stories
What kinds of features does a photo hunt player need in an app? Writing user/job
stories like the following helped early brainstorming for app features.
6. Photo Hunt 6
As a photo scavenger hunter, I want to
see past players solutions to hunts, so
that I can enjoy comparing my photo to
other variations.
Possible solution
After solving a photo hunt, what might a player
want to do?See other players' photos and
compare them to their own. Maybe the app will
display them all after the user finishes their task.
The same thing happens in Google's Quick, Draw.
When Im reviewing my own photo
solution to a hunt, I want to be able to
retake the photo multiple times, so I can
get the right shot.
Possible solution
Imagine taking a selfie with a camera app and
feeling unsure what will happen after you click the
button. "Can I delete it?... Will it automatically
send somewhere?... What will happen to my
photo if I press the "back" button?..." So our
present app wants to avoid such uncertainties.
7. Photo Hunt 7
Step 2 - Exploratory Research - (Qualitative)
The need for fast and inexpensive results led to Qualitative Research, which for
this project used only three participants (though five is better). It took the form of
User Interviews, each lasting an hour or less. These User Interviews aimed to
learn about how our users do outdoor recreation, including hikes, nights on the
town, visiting the zoo, and how friends and family play into it.
Research Objective:
To understand what prompts people to play outdoors, how they plan to do so,
how they flex plans to accommodate a game, what benefits and complications
there are, and what role phones and computers play
I conducted user interviews, one-on-one, with three participants, while recording
audio to later transcribe and analyze. Here are some of the questions that
participants were asked:
How did you plan [for a particular outing]?
How did you get the original idea to play?
What did you discuss beforehand?
When you went [to a certain event], what happened?
Did you like it? What about it?
I looked for associations among all participants, using Affinity Mapping, which
looked like this. Each color represents a participant...
8. Photo Hunt 8
Here were some findings about potential users of our outdoor game app:
9. Photo Hunt 9
餓 Some invest in games for the long run and others want "quick
wins"
且 The primary goal, often, is to be social
喜 They want a challenge or competitors to overcome
去 They want rules and want the path to winning to be
understandable
駆 They mentioned other nice things about recreation Examples:
bringing home souvenirs from the zoo; developing skills through
gaming)
Notes from interviews also helped create User Personas, which guided design
decisions from this point forward.
Step 3 - Ideate Solutions
A Task Flow for Persona, Joan
Joans objective
"As an outdoor enthusiast, I
want to prepare scavenger
destinations before starting
my trip, so that I can find
them when I dont have
reception on my hike."
Entry point: Open the app.
Success criteria: Joan has
directions and about info to
her scavenger locations.
餓 Create account
且 Log in
喜 Figure out how to browse or
search locations
去 Choose or isolate an area or
subset of destinations
駆 Figure out how to examine
scavenger destinations/puzzles
月 Keep track of favorites
護 Save, download, or print the info
for use later
10. Photo Hunt 10
User Flow for this task
Another Task Flow for Persona, Joan
Joans objective
As a collector of adventure
mementos, I want an
integrated camera and
gallery feature, so that I can
snap and keep my best
photo.
Entry point: Joan arrives at
her GPS pin.
Success criteria: Joan can
find her recent photo
submission in the gallery for
the location she visited.
User Flow for this task
餓 View hunt details and/or sample
photo.
且 Open camera.
喜 Snap photo and view. (option: Save
photo to phone.)
去 Compare to sample photo.
駆 Take more photo attempts
(optional).
月 Submit choice photo, view it, and
view other players photos.
護 After leaving the page) Open
gallery of submissions and view
own photo and others.
These task flows are created based on a realistic context for Joan, an archetypal
user, founded on the user research from the previous step in this project. *
* See the Personas page for Joan, plus her User Journey Map
Designing flows before making mobile screens was the purpose of this step. On
the other hand, designing mobile screens without first planning flows, navigation
or architecture is next to uselesssince the reason people use apps is to
accomplish their goals. They don't open apps just to look at pretty screens.
11. Photo Hunt 11
Step 4 - A Solution (Prototyping)
The site map roughly laid out the organization for the entire app, so it was
important to make the most important tasks quickly accessible and intuitive to
find.
Card Sort
Card Sorting helped organize the site map based on users' mental models. In the
study, five participants (separately) did an Open Card Sort, where they grouped
topics printed on cards in an arrangement that made sense to them. They also
wrote labels for their groupings. The reason for an Open Card Sort, where they
wrote their own group labels, rather than a Closed Card Sort, where labels would
have been pre-established, is that the project was early in development. I needed
to explore possible architectures rather than evaluate an established one (which
would have called for a closed sort).
Each box represents something you can "navigate" to in the app
12. Photo Hunt 12
Wireframing
Wireframes started on index cards and sticky notes. These were the most
important screens for the most important features, such as browsing and opening
up specific scavenger hunts, starting a group game, and taking photos during a
hunt.
After low-fidelity sketches, the programs Balsamiq and Adobe XD facilitated
higher-fidelity screens. The goal in prototyping was to give target users tools to
solve their most pressing tasks. Some of the changes below are due to upgrading
fidelity. Others are based on Usability Testing, which is what Step 5 is about
Example: Hunt Details Screen
A Card Sort participant organizing topics by group, according to their own mental model
13. Photo Hunt 13
Reflection on This Step
Since I was just learning Adobe XD, it was slow and overwhelming at first to make
adjustments on the order of pixels, because I had no graphic design experience.
With more practice, things picked up.
One thing I would do differently, if I were to start the project over, is to forget
about some of the details, (to avoid wasting time). Don't change fonts, colors,
special icons, or menu shapes until the MVP features are working.
Step 5 - Test the Prototype
Usability Testing was conducted in person, with six participants, separately, using
the prototype made in Adobe XD. The test script consisted of scenario tasks
where participants imagined themselves in situations where they could use the
app to respond to my prompts.
Here were the top five discoveries for improvement of the prototype.
ISSUE #1 User unsure of the goal and rhythm of the solving-a-hunt
flow
High severity
Suggested change Include context clues, labels, and progressive
onboarding in the hunt details page leading into
starting the flow to solve the hunt.
Reason Most test participants made comments that they dont
know what the goal is or that they expected a
different rhythm or sequence when about to solve a
hunt.
14. Photo Hunt 14
ISSUE #2 Map lacks context, clarity, ease
High severity
Suggested change The map screen should have more labels, symbols,
and orienting clues.
Reason Almost all participants struggled to grasp the
interactive map, and they commented on ambiguous
or cryptic aspects of it.
ISSUE #3 User doesnt tap options in List when able
Moderate severity
Suggested change Include more context on List screen, with details
making it clear that the list options are nearby hunt
locations, such as how many miles away each one is.
Another option is merging the List and Map together
as Google Maps does, rather than having them on
separate screens.
Reason Half of test participants had the opportunity to tap a
list option to navigate to the hunt but didnt. If users
dont know that list options correspond to locations on
the map, their search will be limited to zooming and
poking on the map.
15. Photo Hunt 15
ISSUE #4 User doesnt notice the screen has changed once using the
search bar
Moderate severity
Suggested change Make the new screen contrast from the previous
screen.
Reason The affected user didnt notice their search results
had displayed while looking at the screen, looking
away, and looking back at the screen.
ISSUE 5 The home page is generic and theres no
instruction油油油油油油油油油油油油油油油油油油油油油油油油油油油油油油油油油油油油 油油油油油油油油 Moderate severity
Suggested change Have more labels and theming on home page. Edit
onboarding flow. Add coach marks or progressive
onboarding.
Reason Half of participants remarked either that the [home]
screen was vague or generic like a maps app, that the
icons at the bottom were cryptic, or that theres no
guidance.
Example: Changes for ISSUE #2
Focus on usability excluding color and aesthetics.
ISSUE #2 Map lacks context, clarity, and ease
16. Photo Hunt 16
https://s3-us-west-2.amazonaw
s.com/secure.notion-static.com/
1968123e-2e89446f-a1767cd
98ce26a22/Adobe_XD_202102
01_090041_Trim.mp4
https://s3-us-west-2.amazonaw
s.com/secure.notion-static.com/
438a73c6-af4f-478a-9c02946
90c858646/Adobe_XD_202102
01_092453_Trim.mp4
Above is part of a flow, before and after. Labels, symbols, and orienting cues were
edited to be stronger in the prototype on the right, so that a user can...
know what they're looking at
distinguish map markers from each other
know what tools are available
see clear effects from their actions
recognize when the screen has changed (harder for users when active
outdoors)
Reflection on This Step
For testing the prototype, because I'm experienced in face-to-face dealings with
customers, I was confident about leading my participants (or, rather, letting them
lead) through the app activities. I thought about avoiding bias, keeping
participants on topic, and noticing when their mental models mismatched my
design.
If I were to restart this project, I would prototype and test more rapidly and
iteratively than I did the first time around.
Incorporating Peer Feedback
Feedback from design peers inspired some more edits.
Before After -
An onboarding tour was also in the edited
version to help new users, but it's excluded in
this video to highlight the other changes.
17. Photo Hunt 17
"I was expecting
a confirmation
page [after
clicking Submit
on Screen A, but
it led me to a
create a profile
page."
design peer
Edit:
Screen B is now
simply an overlay.
Screen A is still in
the background
to keep the user
oriented. The
overlay breaks
the flow, yes, but
less startlingly.
Screen A
Screen B
Screen A
New screen B
18. Photo Hunt 18
In Summary
The objective of this entire project, as requested by CareerFoundry, was to
"enable players to enjoy social scavenger hunts for real objects and locations in
their own cities". My mentor encouraged making my own unique take on the
objective for a more engaging project, so rather than a classic scavenger hunt, I
designed for a unique type of scavenger hunt app I couldn't find on the marketa
photo hunt for specific scenes, like the angle between two buildings downtown or
a spectacular tree somewhere along a trail. This idea actually helps with the
scalability requirementsince a hunt set up anywhere can be played by infinite
people infinitely many timesbut added to players' amount of set-up work, since,
for example, the spectacular tree along the trail would've had to be logged by a
player in inventory before anyone could go hunt for it.
I am a little disappointed that I didn't fully develop every feature requirement
asked by CareerFoundry, since I spent a lot of work on the features I focused on.
So, if I were to go back in time to start again, I would develop an app for classic
scavenger hunting (for simplicity) and frequently refer to the requirements to
make sure they're covered.
If I could go back and do it again, I would also be more rigorous about keeping
things basic. I would have aimed for base functionality that's solid. For example,
one of the personas, Adrian, was a gamer. A flow I designed for him was about
fine-tuning the game setup before starting a gamesuch as the win criteria, how
the timer works, swapping teammates, etc. Later in this project, in trying to flesh
19. Photo Hunt 19
out this flow, the prototype was getting too complex, and I wasn't able to bring the
feature to life. Instead, it may be better to have focused on simple features, like
inviting players and starting a game. This may have meant ignoring the persona,
Adrian. It's also better to get out a functioning product early MVP than it is to
develop all the features.
Expanding on the idea of basic functionality, Balsamiq and Adobe XD let me craft
mid- and high-fidelity screens. But one thing I would change if doing this project
over would be to forget about the little details, even in higher fidelity work. For
example, at one point, I wanted to change fonts, sizes, and colors, so I spent time
editing all the screens in the prototype. Later, I went back when I found out that I
didn't like the new text and colors, and had to change them all again. In other
words, next time, I would keep my eyes on the big picture. No, these changes
weren't even based on research, so I should have left the font alone.)
What I did well
I work in retail banking and work one-on-one with customers every day,
overseeing customers doing banking transactions. So I was somewhat confident
in moderating research in this projectknowing what kinds of things NOT to say
to participants, gently keeping them on topic, and recognizing whether their
mental models matched with the prototype.
Takeaway
Of course, I could always do more iterations of the design process, including
testing, so, if I were to take this project further than I did, I would combine all of
my reflections here into a strategy: Don't lose the forest for the trees, make simple
design decisions, and test often. If I were to restart this project, I would have more
skill mocking up quick prototypes, so I could iterate often.
For more content...
Dane Tingleff
20. Photo Hunt 20
- Links in this case study -
Personas
Joan's User Journey Map
User Flow - Solving a Hunt
User Flow - Getting Directions