- Time10 Weeks
- Teamindividual
- ToolsFigma, FigJam
- RolesUX Researcher, UX Designer, UX Designer
- EnvironmentiOS (iPhone 14)
Project Overview
During my enrollment in BrainStation’s UX Design Bootcamp, we were tasked with a capstone project over the length of 10 weeks. This project was an end-to-end iOS app that target individuals who work from home and aspire to connect with fellow professionals in their pursuit of building meaningful connections and professional relationships.
Background
One evening, during a conversation with a friend, we delved into the topic of how the pandemic in 2020 had a profound impact on both our personal lives and our professional careers.
key take aways from that conversation:
The Problem Space
The sudden onset of the pandemic in 2020 prompted a global transition to remote work, which, in turn, led to a decline in both physical and mental well-being and a noticeable absence of professional networking opportunities.
How Might We
HMW help individuals who WFH effectively mange their remote lifestyle and build meaningful connections to minimize the adverse effects of isolation in their work environment?
The Solution
An app to discover the perfect work environment and make meaningful professional connections with CoSphere – the app designed to elevate productivity and networking experience.
The Design Process
To tackle this design challenge, I took a user-centered approach, using a flexible design thinking process. This ensured the final solution would be something people truly want and need.
Empathize
- Problem Space
- Secondary Research
- Primary Research
Define
- Persona
- How Might We
Ideate
- User Stories
- Task Flow
Prototype
- Sketches
- Mid-Fi Wireframes
Test
- Usability Testing
- Prioritization Matrix
- Second Task Flow
Refine
- Incorporate Feedback
- Branding
- Hi-Fi Prototype
Secondary Research
Aiming to gain insight into the impact of remote work on individuals.
I began by conducting secondary research to gain a broader understanding of the problem space and the demographic most significantly affected by remote work.
The number of employees working from home tripled between 2019 & 2021
The highest percentage of remote workers are aged 24-35 39% work remotely full time and 25% do so part time.
Approximately 40% of remote workers experienced an increased probability of developing symptoms related to depression and anxiety.
In 2022, 64% of executives reported a negative on their employees’ mental health vs 55% in 2021
Primary Research
Goals for interviews is to gain deeper contextual understanding
To better understand the problem space and gain a better understanding of individuals affected, I conducted 3 attitudinal and qualitative user interview. The requirements for participant were between the ages of 24-35 years old and have experience working from home. I prepared an interview guide with about 28 non-leading questions. Though not all questions were asked to each user, as some may have not applied. Through affinity mapping, I organized the insights into three categories, motivations, pain points and behaviors
LE
25 Years Old
2 years work from home
HC
35 Years Old
1.5 years work from home
RT
35 Years Old
2.5 years work from home
Affinity Mapping
I analyzed the data gathered from my three participants and transformed each response into a distinct behavior, motivation/goal, or pain point using the affinity mapping process. Subsequently, I structured the data points into essential themes, highlighting common patterns and emerging topics.
Finding the right workspace
Participants struggled to find reliable workspaces that fit their needs
Lack of social opportunities
Participants wanted to be able to have to benefits of working remotely but also be able to connect professionally
Poor time management
Lack of structured work days resulting in poor work-life balance
Persona
From my research, I developed Cosphere’s persona: Andrea Mckenzie, a 30 year old new grad remote worker
Andrea Mckenzie
Freelance Graphic Designer, 30 years old
Brooklyn, NY
Bio
Andrea is a freelance Graphic Designer who is trying to work her way into her dream company. She is outgoing, loves the outdoors and meeting new people. She spent her college years remote learning due to COVID-19 and did not get a chance to meet new people in real life. She also has history of depression and Anxiety
Motivations
- Wants to find an affordable work space for current job
- Wants to decrease her levels of depression by being outdoors and meeting new people
- Wants to socialize with other designers to improve her career
Pain Points
- Her job only has a remote option
- She has history of depression
- Does not know where to find an affordable workspace
- Lives in a tiny NYC studio alone
Behaviors
- Goes into cafes to work
- Constantly on the hunt for an in person position
- Hard worker, no work life balance
Traits
USER STORIES & CHOSEN EPIC
By crafting user stories based on personas, I aim to gain a clearer understanding of prevalent issues. This process helps me identify and prioritize specific challenges, enabling the development of targeted digital solutions.
To kickstart the ideation of potential features for my app, I first generated over 30 user stories. These stories were derived from the desires, needs, and current experiences of my persona. I organized these user stories into epics
As a remote worker, I want to search and share co-working spaces so that I can maintain social connections with other humans
As a remote worker, I want to meet new people in the same field so that I can speak to them when I need work advice
As a remote worker, I want to rent a workspace for 3 days of week so that I can be in a better work environment for my mental health
Task Selection
Developing a digital platform that enables users to find their preferred workspace according to their budget, location, and desired amenities.
This also creates an opportunity to integrate a platform for users to connect with other professionals within the same workspace
Primary and Secondary Task Flows
By identifying the objective our persona aims to accomplish, we start understanding their potential navigation through the design
Primary Task: Finding and booking work space
Secondary Task: Capability to view individuals present and accessible for connection within office space.
UI INSPIRATION, SKETCHES & WIREFRAMES
Exploring UI elements for inspiration and translating those ideas into initial sketches to visualize the structure and presentation of our digital solution
I started off by collecting some UI Inspiration. Keeping in mind some features and functionalities that helps the user reach the end goal of finding ideal workspace and creating meaningful professional connections.
I began the creative process by generating exploratory sketches, utilizing my task flow and UI Inspiration Board as references, with three sketches dedicated to each screen. After multiple iterations, prioritizing essential functions and features, I honed the most promising concepts into refined solution sketches.
I began the transition from my initial sketches to mid-fidelity wireframes using Figma. These wireframes represent a grayscale working prototype with minimal information, primarily aimed at testing the core functionality of the app. This strategic approach allowed me to prepare for usability testing before progressing to the more detailed high-fidelity wireframes.
USABILITY TEST
Performing usability tests to identify areas requiring improvement, and prioritizing valuable additions and revisions.
I conducted two rounds of usability testing with five participants each round. Participants were asked to complete six tasks
Usability Test
Top 10 Issues for Round #1
- CTA size too small (large thumb syndrome)
- Typography too small
- check out page confusing
- Icons were not standard
- No black button for users to browse other office listings
- Lack of information on onboarding page
- images of listings too small
- Difficulty tapping save icon
- Star icon was confusing and not perceived as intended
- Unclear UX Copy
Iteration
Incorporating feedback from usability testing, adapting to changes, and addressing potential issues through testing are essential steps in the design process.
In consideration of Jakob Nielsen's 10 Usability Heuristics, I incorporated the feedback from usability testing into careful revisions and proceeded with a second round of usability testing.
BRANDING
Visual Design Summary
I began the process by creating a moodboard and selecting key words to define the desired feel of the app. CoSphere caters to users aged 24-35, and for the primary color, I chose green to convey a sense of growth and relaxation. Yellow serves as the secondary color to evoke a positive feeling.
Accessibility
marketing website
I designed a responsive marketing website to promote CoSphere to individuals searching for coworking spaces. The website is optimized for both desktop and mobile platforms.
View marketing websiteKey Learning
Summarizing the insights gained throughout this experience and articulating my approach to implementing these acquired skills in future projects.
Less is More
Keep designs simple and as intuitive as possible (follow the 10 heuristics). Don’t add to the users cognitive load
Don’t Jump to Conclusions
The UX process ensures users' needs are considered at every stage, resulting in products people love to use
Be Organized!
A design system fosters organization, improving both UX and UI." (This emphasizes the role of the design system in creating a well-organized workflow)