General Assembly UXDI15: Project One Case Study


Design an app concept for a fellow classmate to solve a real problem he/she experiences.


1st — 5th August 2016.


UX Researcher. UX Designer.


A functioning digital prototype providing a solution to the user problem.


Familiarisation with user research, ideation, rapid prototyping and testing as part of a lean UX process. Improved presentation and public speaking skills from pitching the solution and design narrative.


I partnered with Billy and conducted a user interview with him.

The first part of the interview was high level and explored his daily life. I asked broad, open questions. Through this I became familiar with his routines, important figures in his life, where he spent time, his mode of travel, people he commonly interacted with, his passions and sporting activities. Two common themes were busy lifestyle resulting in a lack of time, and budget constraints. I recorded my findings in a concept map.

It quickly became apparent that Billy is passionate about golf and dedicates 3–4 hours to it every week. The second part of the interview was more specific and I asked precise questions to probe his golf habits and pain points in more detail.


Billy is competitive and wants to improve his golf performance. Refining his swing is the best way to improve. Every golfer has a unique swing which depends on variables including age, height, weight etc.


Problem statement: Existing solutions for golf training don’t work well for Billy.

I discovered there are two primary existing ways to work on a golf swing. One is through one-on-one lessons with a golf pro, which is time-consuming and expensive. Billy is short on time and cash. The second is by watching online video tutorials, which is free and quick, but is not tailored to an individual.


Combine the best elements of video tutorials and tailored pro feedback into a low-cost digital product.


A mobile app allowing Billy to record his golf swings with his device’s camera and send them to a pro who then provides specific feedback digitally.


To validate whether the solution could translate to a mobile app, I sketched a paper storyboard to establish functionality and visualise the main steps. I shared this with Billy who confirmed that this would be a useful solution.


I established a user goal and mapped out possible journeys through the app screens by sketching user flows. My first version attempted to fit all possible routes on one page. With feedback from Billy and Dan (Teaching Assistant), I realised that I could better communicate the routes using multiple flows for the three distinct goals: 1. Capture a golf swing video clip. 2. Submit clip to a pro. 3. View pro feedback. It was helpful to first consider the ‘happy path’ to the user goal and subsequently the alternative paths. I redrew the flows to address this.


Screen sketches helped me establish what elements needed to be on each screen in order to fulfill the functionality and allow the user to accomplish his goals. It also provided an opportunity to create the look and feel of the design.

I iterated the screens to incorporate Billy’s feedback. For example, I arrived at a more intelligible icon for ‘pro’ by conducting quick multivariate testing. Ambiguous button labels were reworded. I deleted a redundant screen and introduced a new screen before clip submission to provide Billy with the confirmation step he desired. In the first version, the app launched directly to record mode, but Billy believed this would drain battery. To solve this I created a homescreen. Wireframing improved my understanding of the user flow still further, so I amended the flow based on the new learnings.


To fully test user flows and device interaction, I built a clickable prototype with Marvel software. Billy tested the prototype and successfully reached his goal. One alternative path resulted in a ‘dead end’, so I introduced a ‘back’ button to address this. Core functionality is available in the prototype and some processes e.g. payment, fall under ‘next steps’. The prototyping exercise successfully validated the design and provided ideas for next steps.


With additional time, the process from the golf pro’s point of view could be mapped out e.g. platform sign-up, notification of video clip submission, feedback submission etc. The checkout payment process also requires screen development. I would also refine the wireframes to add higher fidelity.


Sharpies, paper, scissors, post-it notes, voice recording app, Marvel software.