UXDI Assignment 1: Remind Me
As suggested by the title, this presentation will be sharing about a to-do list app. When we create a to-do list, we want to remind ourselves on getting things done. Before going to the presenting the design of the app, I’ll be going through the process of thought and showing the research findings behind the process.
I interviewed three respondents via face-to-face as such method allowed me to see the expression and the tone used. It’s essential that one read between the lines and get a sense of how each felt when they expressed situations or scenarios. The demographics of my respondents aged from 29 to 44 years old.
- FACE-TO-FACE INTERVIEWS
The questions that were asked were mainly:
- What were painful moments when comes to memorising things …
- What were the pleasures when you have accomplished them…
- How do you normally keep note of the things you need to be reminded of…
- When do you normally use/need reminders…
- Actions or verbs that you associate with memorising things…
2. INPUTS FROM RESPONDENTS:
3. SORTING AND ANALYSIZING THE FINDINGS
I’ve adopted the 4-list interview methods: Pain, Pleasure, Context and Behaviour. From the inputs, I’ve categorized the findings and relevance between them.
With the stickies, I could see them in a bigger and deeper perspective and that led me to adopt another method, Affinity Diagram. This method helps me to sort the findings in accordance to:
- Why the users create a reminder?
- How they feel after creating the list?
- When and where do they create?
- The methods use to create list
4. KEY TAKE-AWAYS
After the sorting and analyzing, below are the key take-aways that was gathered:
- Rely mainly on tasks , especially dates sensitive events, like payment of bills or agreeing to schedule an appointment in a meeting.
- Phone is one of the most commonly-used tool
- Creating to-do list can be a tedious action.
- Users feel more productive when the task is completed.
From the take-aways, I’ve came out with a problem statement that allows me to see the relevance between a situation and the action taken so as to achieve certain outcome.
‘From my interviews, I realized that there’s no specific time or period when users independently use or create to-do list. When they are prompted to remember the tasks, for example receiving a bill, or agreeing to schedule an appointment during a meeting, they jot down the duties/tasks with their phone or tablet, depending on the devices they have on hand. Completion of tasks makes users feel accomplished and somewhat feel that they have a more balanced lifestyle.’
I’ve bold certain outstanding key points that allow me to create a task so that the app that I’m going to design will target at the particular scenario which I hope user will find it useful. As such, my following sharing will target the particular task for the user and that is to show how the user create a scanned copy of the the bill upon receiving and incorporate into the reminder.
5. TASK: CREATING A SCANNED BILL UPON RECEIVING AND INCORPORATE INTO THE REMINDER
Before i go into that, I’ve decided to try a related app that is available in the market, Reminder. Reminder is a default app that is available in iOS phone which allows user to add a to-do list. I’ve broke down the steps from the start and end point in order to achieve the task:
As shown in the picture, the square represents the page stake, diamond represents the user input and finally dotted-diamond represents the system input. From the flow that was charted, a total of 13 actions were shown and out of which, 8 steps were needed from user inputs. You may remember from the key takeaways, tedious was the one of the reasons that users feedback. Thus, with this flow analysis, I’ve decided to create an app called ‘Remind Me’ that will reduce the user input from 8 to 4–5 steps and yet achieving similar goal. This is to minimize the hassle required from user.
6. PROPOSED TASK FLOW FOR ‘REMIND ME’
As you can see, the total number of steps was reduced from 13 to 8 and out of which, only 4–5 actions were needed from the user. However, I wanted to ensure that users really find it useful and thus I’ve approached a few users to test ‘Remind Me’ app.
7. USABILITY TESTING
- No. of users: 7
- Demographics of users: Working adults aged 26–35 years old
- No. of versions created: 3
Below are some of the photos and videos showing how my users tested the usability of my app:
After going through the usability testing, I’ve amended the features and interactions to the point where users could finish the task with little hassle and complaints and even to a point when one of the users, Christina Ang, 32 years old independent financial advisor, commented that she ‘will definitely use this app if it’s available in the market as it’s so easy to use!’
You may click on this link to try the prototype of Remind Me that was created.
8. MY LEARNINGS AND RECOMMENDATIONS:
I learnt that we should be mindful of what we want may not be what the users want. Things that I assume would work was somehow not exactly what others feel. Below are my learning points via the prototypes and researching findings and analyze process:
From first prototype: No comments or editable field
When i first created my prototype, there were no comments or editable fields allowed for the users. I take it that since users want it to be as hassle-free as possible, I should minimize inputs field required. However, when i did the testing, i realized that users would still prefer to have the option to make edits and even comments/notes field to the related bill so that they know what else they need to remember for it.
From second prototype: Notifications alert message was unclear
I assumed everyone was aware of the ‘Swipe-left for more options’ feature on the lock-screen of iOS phone. One user asked me for more options when he first saw the notification alert. I probed him to swipe left for more and that was when I realized he didn’t know that iOS had such feature. That prompted me to make the alert more upfront by showing the ‘more’ options without swiping.
The wish-list from users from the prototype:
‘Remind Me’ will continue to improve by further minimizing the user inputs. And with advanced features from the phones and apps, sharing has become the common behaviour. I hope to see ‘Remind Me’ to have the ‘sharing’ function when a user can share the reminder with his/her friends or family members. Also, the app could allow user to divide the cost of the bill and also share it with other related user(s).
Through the research and analysis, I realized that deep research is really helpful to narrow the pain and pleasure and seek relevance on the behaviour. During the interviews and usability testing with respondents and users, I asked questions that may not be directly impacting the findings or usability but a ‘good-to-know’ approach should always be at the back of your head. For example, a user was testing my app and after testing, he was sharing on how he wished the app could have the ‘share’ function. I knew the user was married as when he was testing, I randomly asked user if he has a family. Thus when he told me his ‘wish’ list for sharing, I asked if it’s because he wishes to share with his wife and he said yes. Thus for the next improvement, one of the features was to allow users to select ‘category’ for sharing according to family, friends, colleagues, etc. This could minimize typing for the users, don’t forget that one of the problems highlighted in the key findings was tedious.
It is important to keep on testing with different users and observe how they interact your app. The gestures allow you to see what are the users thinking and most importantly is to constantly ask users or respondents when they feedback or do certain behaviour. I learnt that one should be mindful that there will never be a one-stop solution app. Requirements from users will only keep changing and increasing along the way.
Through it all, I learnt that the foundation of the thought process must be strong and with depth, and that is at the research stage. Different people can come out with different research findings and thus it is important to work so that one can gather as much findings as possible. With the strong and in-depth research, the rest of the flows will be quite seamless.
Finally, I learnt that a vision/goal is essential. With the vision and goal in mind, you create the app to work towards that particular task so that you will not stir away the objective of the whole research and getting the team to agree to work cohesively will be a very powerful.
A place of agreement is a place of power.