This writeup is part of the Capstone Project of the 8-Course Interaction Design Specialization on Coursera. It is the culmination of eight courses covering user experience design.
Link to course: https://www.coursera.org/specializations/interaction-design).
Link to case study on portfolio:
https://sites.google.com/view/wing-chun-ux-portfolio
TL;DR
Jote is a note-taking app that seeks to fill up gaps of existing digital note-taking app. You can find the link to the high-fidelity prototype here.
Project overview
The product
Jote is a digital note-taking app that seeks to fill up gaps of existing digital note-taking app. Many existing apps currently has elaborate features that typical users would find useful. However, through competitive audits it is clear that there are room for improvements not yet explored.
The goal
Design a digital note-taking app that explores untapped features of existing similar apps.
Product function
1. The app allows users to create and personalize categories for their notes
2. The app allows users to lock notes with sensitive information
3. The app allows users to set reminder on important notes
My role
UX designer designing an app for Jote from conception to delivery.
My responsibilities
Conducting interviews, paper and digital wireframing, low and high-fidelity prototyping, conducting usability studies, accounting for accessibility and iterating on designs.
Tools
Ideation
With smartphones we are able to convert many traditional tasks into one device, with one of the most utilized — digital note-taking. The app seeks not just to digitalize and mimic traditional note-taking, but improve efficiency by allowing users to organize their notes according to their needs. We want users to be able to be more efficient in their note-taking and help them reach their end goal easier and faster.
Storyboards and paper prototypes are created to visualize and understand the purpose of the app and user pain-points.
Storyboard 1
Storyboard 2
Paper prototypes
Heuristic Evaluation
I’ve conducted an online evaluation from 3 participants with the paper prototype and identified 10 violations after synthesizing the organized data.
The feedback from participants helped identified violations to be improved on. They serve as guidelines and directions for the wireframe to develop. With that, I’ve created low-fidelity wireframes to begin laying the foundations of the fundamental ideas down to kickstart the design process.
Plan & Skeleton
With the paper prototypes and feedback synthesised and improvised, I moved on to creating wireframes and low-fidelity prototypes to work towards testing stage. You can find the link to Jote’s low-fidelity prototype here.
Testing
An online zoom usability study that took place remotely with 2 participants are conducted. The session lasted 10 to 15 minutes. This is an early testing round to fish out kinks and edges with the prototype so the A/B testing won’t be exhausted and the feedback may be more helpful.
After the test, the method for A/B testing is identified. The focus of the A/B testing is to analyze whether users find colour or iconography more efficient/effective in identifying different note categories.
A/B testing
The prototype was tested by 4 participants hired through UserTesting.com to obtain feedback. A comprehensive test plan was prepared prior to launching the test to participants.
You can find the link to A/B testing prototype here
Results!
To summarize for the A/B testing part, it is shown that 4 out of 4 users prefer option B with different colours indicating different categories instead of option A with only iconographies. It seems users prefer to be able to identify different note categories faster over having a clean minimalist look.
You can find the link to the high-fidelity prototype here.