Prime Welcome Gift
White Box
The Problem
Prime has been gifting a water bottle as a welcome gift to its newly arrived full-stack development students on campus. However, in addition to its manufacture being cut, the students consider the water bottle to be unusable and impersonal.
My Task
My end-task was to create a more meaningful welcome gift for the Prime students as a substitute to the water bottle. My design process requires researching, evaluating prototyping, testing, and delivering the solution to the users.
Synopsis
Client: Prime Digital Academy Students/ Self-defined
Role: UX Researcher and Designer
Goals:
Research pain points and opportunity areas.
Evaluate the usability of an existing design using pre-set heuristics and criteria.
Create a prototype based on research.
Adjust design decisions based on project constraints.
Test prototypes with end users in order to support design recommendations.
Visually present design recommendations that support key user goals.
Methodologies:
AEIOU Observations
Jakob’s Ten Usability Heuristics
Speak-aloud evaluation
Evaluation Scripting
Client Pitch Presentation
Affinity Diagram
Tools: Sketch, Figma, Google Slides
Planning a Design Concept
AEIOU Observations
As an observational guide to begin my research, I utilized the AEIOU Observations method. Here, I acted as the marginal observer; being less directly engaged with the target audience, and instead, watching and studying what my users do in the background - similar to a “wall-flower”. This method is useful when starting research with little-to-no information about the users.
I wished to understand the behaviors and culture of the students in order to discover their values and normalities into what constitutes a meaningful and empathetic gift. I researched both at the Prime building, outside their classrooms, and through short videos of them showcasing their work area at home.
Based on my research, I recorded my thoughts and findings on the sheet in the corresponding categories, Activity, Environment, Interactions, Objects, and Users.
My observations have acquired more discoveries on the student’s objects and tools, second being their environment and interactions. I noticed the scattered and disorganized markers, whiteboards, tissues, papers, and other desk items around the area as the students focused their sights on the computer screen. At times, they would converse with each other on their work or relax during breaks. Therefore, my approach was to start with an organized and collaborative device, portraying Prime’s values of community.
Drawing the Designs
At the end of the day, I sketched three design concepts based on my observations. These concepts needed to include a brief and accurate description of its design, while also visualizing its intention and the key components of its different forms and functions.
Deciding on a Concept
Depending on which concept portrays more sense of personalization, usability, and meaning, my colleagues and I took turns evaluating which of the 3 designs has more potential to best suit the students at Prime.
We each marked our own preference, and the design with the most tallies was the first concept, what I named “White box” - a combination of both a storage device and a whiteboard.
Analyzing and Re-Defining
Evaluating a Toolbox
Before building the prototype, in pairs, I analyzed an alternative, similar concept design which was a toolbox. My role was to perform activities and use the “think-aloud” method, finding things that work, do not work, and anything else that can impact the user’s experience. Meanwhile, my partner’s role was to record these findings.
After analyzing the toolbox, I found 4 tasks that the user can experience around Accessibility, Transportation, Organization, and Utility (opening the box, carrying it, inserting tools, and using the object for other means).
My colleagues and I also took turns offering our critiques to each other’s evaluation.
For mine, I can include symbolism for my ranking system, such as +, -, and x (good, mid, and poor respectively). I can also make the tasks screen more descriptive and the 4th task screen more consistent with the previous 3 screens.
Ten Usability Heuristics
Using Jakob’s Ten Design Principles for Usability sheet, I’ve created a simple rating system to determine where the toolbox excels and underperforms. One of my favorite discoveries was to use the toolbox as a footstool.
I took the feedback from this analysis and applied them into the prototype.
Prototyping and Evaluation Planning
Building the Prototype
Arriving at a workshop, “Leonardo’s Basement”, I built my prototype using simple items such as cardboard, hinges, and fabric. Due to time constraints, I wasn’t able to include other features such as magnetics for the doors or dividers for storage. Nevertheless, the absence of these features also serves as something to test on with the users.
Usability Test Script
Once the prototype was finished, I wrote an evaluation plan to follow for usability testing. I included a verbatim script detailing a description of the concept and its functions, my research goals, and task statements. I also learned that a laundry list of questions and simple tasks was insufficient, so I had to re-work the script to a more story-driven process.
My evaluation goals:
Better understand when the user would utilize the object in certain scenarios.
Gain insights around how the user interacts with the object.
Identity pain-points and opportunity areas for improvement.
Usability Testing
Affinity Diagram
Once the tests were finished, I organized some key findings on an Affinity Diagram to find common issues and strengths. I worked bottom-up and found where the object can be fixed. The biggest areas of improvement being the magnetic latches on the doors and a divider for storage as I previously lost time on incorporating. However, the students also liked that they can personalize their object by writing and drawing freely on it, and that it also offers a sense of safety and privacy for their belongings. Some said they would use it to help them with coding and communicating with others as it was designed for.
Testing the Prototype
I tested the object with 3 participants, each being a full-stack development student at Prime. Each session took around 15 minutes to complete. Agreeing with being recorded, the users spoke different and similar opinions on pain-points and opportunity areas. We each sat near a table with the prototype and other small items, and I followed the script and took notes.
Client Pitch Presentations
Delivering My Design Proposal
In the end, I made a pitch presentation for my design proposal. My goal here was to create a persuasive story that supports my design concept for Prime. Gathering my research materials, I followed a mix of both pathos, logos, and ethos approach for the presentation. I needed to fill around 5 minutes of delivering information.
Although the presentation informed why the object is usable, it missed some areas such as portraying the user’s direct quotes. I learned the most here of what makes a good presentation to market for the client, and for the next time, emphasize more on the meaning of the object and the experience of the users.
Conclusion
These are the major insights I learned from this project:
AEIO Observations
Jakob’s 10 Heuristics
Analyzing and re-defining similar prototypes
Evaluation Planning for Usability Tests
Client Pitch Presentations
After all of my research, prototyping, and testing, I believe with further improvements, this welcome gift will be suitable for the students at Prime. My next steps for this project will be to add the missing features for the prototype and further testing, focusing more on why this object would be meaningful for them.