Team: Hanna Adolfsson, Tindra Biney, Cecilia Parkert, Victoria Castro Ranzoni, Malin Wallius, Emma Sandblom, & Habee Shirzad
My role: Analysis, Transcription, UI/Visual Design, Prototyping
Design Tools: Figma, pen and paper.
Timeline: 3 Weeks, November 2022. Interaction Design in UX course.
This is a case study of a class project we did during the course Interaction design in UX, where we were divided into groups. The assignment was to design an app/service through the non-linear Interaction Design Process.
The assignment was:
Build-a-pet, Build a business where customers can choose all the features of their ideal pet thanks to genetic engineering.
It was very important to figure out how this “Build-a-pet” idea is going to work in real life scenario, therefore we started by doing an extensive research on genetic engineering of animals and pets. Addressing the ethical, environmental and other problems that comes with it.
We also made a Value Proposition Canvas and Business Model Canvas, to figure out how the business would work, to identify our means of income, partners, stakeholders, and etc.
We started by reading about genetic modification, why you get pets and what influences which animal you buy. Results of our environmental research therefore came to be about animal owners, the science behind genetically modified animals, ethical issues, etc. Below is a summary of our insights and sources in the first part of the research.
We interviewed seven different people, four women and three men, aged 22-82. The purpose was, on the one hand, to create a basis for partly our Value Proposition Canvas, partly our Business Model Canvas. On the other hand, the interviews were also a basis for the three user types/personas we developed.
All interviewees have had pets. Four of them have pets today. Several have opted out of pets. One of the interviewees was a specialist in GMOs.
In the stage of the project we tried to analyze our research data that collected through Interviews, Business intelligence, and competitive analysis. This in turn gave us a very good understanding of what our target wants, their way of thinking, needs, pain points and solutions.
Based on the interviews and environmental research, we created three personas, for whom we then designed the service: Anna, Roy and Daniel. Although after usability testing and creating user journey, we have made some iterations to the personas, especially Ana.
Of course creating the personas helped us do a proper user journey mapping for our personas, in order to understand them, and figure out their problem areas, questions and solutions.
Based on our Value Proposition Canvas, our Business Model Canvas and our insights about the users – which we boiled down to personas – we conducted a workshop based on three different user stories:
As a lonely and sick person, I need a pet that is easy to take care of so that I can get meaning and routines in life.
As a parent of multiple children, I need a hypoallergenic pet that is easy to care for so that my children can have the experience.
As a busy person, I want an undemanding pet so that I can have company without changing my lifestyle.
Combining our sketches and design Ideas, we made a low fidelity wireframe, although some of the pages might look, High fidelity, but those are screenshots from Sims, we used to save time meanwhile deliver the idea.
Based on the feedback we received from the first test in the classroom and after discussions about various functions and solutions, we created a site map.
Although we were a bit ambitious at the start, but had to prioritize the vital parts of the service, which is of course the Interaction Design of Anipet, where the customer gets to pick what to modify in their dream pet.
After a vote in the team, we decided that we should prioritize designing and testing the home page first. The reason was that we wanted to get confirmation that our business model and our offer would really land right. The feedback we received from the class after our first sketches was also about the fact that it was not clear what we actually offered.
We decided to create a landing page that was:
We tested the homepage on five people, and we received a lots of feedback in different aspects of the home page, and here is a list of Interaction Focused feedbacks that we received.
Fixing the home page while keeping the feedback in mind, we made the final home page design, and tested it with our classmates, and then a final iteration was done. You can see the result on the right side.
After the feedback that we received combined with our focus Interaction Design of the product, we had to perfect our Flow chart, and that’s exactly we did.
After several iteration of our flow chart, we were happy with result, which included the functions, and interaction that we wanted. Then put all our focus on the making the prototype, as we’ve already had the Lo-Fi wireframes, we started from there.
As our first clickable prototype was ready for a test, we did a large group test within the classroom, and gave them a scenario to follow through.
Of course since this was our first clickable prototype, mind you not a fully clickable, but enough for the test. We found out that there were many improvements to be made in the product, in the interactions, UI and visual part of it. The following are some of the major changes we made to the product.
After many iterations and test, we have finally made our final prototype, although it may not be a “perfect” product, but there will always be room to grow and improve.
There will always be room for improvements, there are a few things that I would like to improve upon in the future.
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