PROJECT OBJECTIVE
In three weeks take this...
To this
Our scope
Design the interface.
Make the information easy to digest.
Ensure any user can jump in and get started.
Build a powerful tool that improve the users game, swing, and satisfaction with eSwing Technologies.
MY ROLE
Champion the user centered design.
Look for any way to help my team build a better product.
Conduct and deliver impactful research, bringing the voice of the user to all of the design decisions.
MY PROCESS
Understand the scope
I took point on conducting and facilitating the kickoff meeting.
At this meeting I ensured all involved had a shared vision of structure, understanding of the scope, and trust that the job can and would get done on time.
Research, research, research
Three weeks go by fast so speed was key. My team needed data, so I deployed a screener survey. By the end of two days we had received 198 responses.
I followed up with a one two punch of a secondary survey to connect with the different levels of users, as well as conducted a series of interviews that opened up our understanding of the users, the tools they wanted, the apps they love, and the possibilities to create something amazing!
"A Good experience can come down to the user and the UI. Done right, the user will walk through their tasks and actions happy. our app will do its job, but its our job to strategically bring a smile to the users face."
Review the competition
More than 18 companies, apps, and wearables were reviewed and tested.
- Understand how major golf applications are handling usability
- Understand where eSwing stands in reference to its competition
- Generate ideas on when to solve various usability issues
- Get an idea of what it might take to gain a competitive edge via usability/UX.
Review whats right and whats not
eSwing’s existing app was violating very common Usability Heuristics. I identified opportunities for...
Flexibility and efficiency of use
or
on-boarding tutorials for beginners
Recognition rather than recall
or
make it easy to understand
Match between system and the real world
or
making a more friendly UI
User Research
CONTEXTUAL INTERVIEWS & USER TESTING
Over 20 user tests conducted
Identified and proved/disproved assumptions
Found commonalities across our target audience members
Recognized their needs, goals, and mental models
"A design is messy until it's not."
THE ITERATION LOOP
All iterations were based entirely on user feedback, user needs, user testings, and user validations.
A/B Testing
SME INTERVIEW
For a deeper understanding of the apps information architecture, I conducted several Subject Matter Expert (SME) interviews. This reviled insight of how our users work and what designs would be best for them.
PERSONA
To prevent any type of design "grounding" (the natural behavior of initially finding a known reference point in a foreign information space), we developed a persona.
Phil Woodworth represented the behavior patterns, goals, motivations, and understanding of the data I accumulated from my interviews, screener surveys, secondary survey, user testing, SME interview, and user interviews.
By asking, “What would Phil do?” I was able to flush out the design from the persona's point of view.
I viewed Phil as a living description of our users—constantly evolving as new information was revealed from ongoing research, studies, and design exercises.
Before and after
Before
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After
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