PlayTime

Designing a concept for mobile digital entertainment platform from persona to prototype

Background

PlayTime is a mobile app concept for consuming digital video content. The content is curated, and hand-picked out of thousands of videos created by media brands like National Geographic, Cosmopolitan, Mashable and many more. Only the freshest, dopest, most informative and funniest stuff on the Internet.

Challenge

Run a two-week design sprint to build out a MVP that allows users to discover, watch and share the video content on the platform.

Design Process

How I developed my design

I used a lean approach to guide my design process. I focused on the first four steps of the lean cycle — enough to get a minimum viable prototype out into the world which I could later test with users.

Here’s the process I followed

Adapted from “UX for Lean Startups”

Let’s begin!

Empathize

Personas

To start off, I created a proto-persona. The purpose of a proto-persona is to help visualise a real user and determine his needs and goals. This puts the user at the centre of the design process and helps to inspire a valuable narrative that can inform later design decisions.

Proto-persona for Tom

User Stories

Next, I distilled Tom’s needs and goals into a user story to better design a helpful product for him. This is a typical design story format:

“As a , I want so that .”

And here’s what Tom’s story looks like:

As a sales, and business guy, I want to find videos sourced from amazing sites/vlogs so that I can watch them in the app whenever I want to and keep myself updated with the latest stuff happening in the world around me.” — Tom

Design Stories

I then wrote out design stories, breaking them down into two parts: epics and stories. Epics are high-level user stories that capture the rough scope of what a user would do. Stories are more detailed actions to determine how users would navigate a particular epic.

Design Story

Mapping out epics and stories helps to gain a more comprehensive understanding of what I could design and strips down the edge and corner cases(less frequent cases that might occur as a user navigates through a particular flow).

Mapping epics and stories also helped to determine the scope of my project. In the end, I chose to focus on two epics that I found to be the most important: (1) How the user would want to watch latest, and most popular videos; (2) How the user would love to save his favourite videos and watch them at a later point in time.

While concentrating on these two epics, I also made sure to consider my additional design stories to help inform my decisions throughout my design process. I then converted my design stories into task flows.

Ideate

Sketches

From the task flows, I identified the necessary screens to design and sketched out as many design solutions as possible. Sketching allows for quick ideation and provides a conducive medium to rapidly experiment with different design patterns.

Early sketches involving app navigation, and main features.

High Fidelity Mockups

Before prototyping, I converted my wireframes in to high fidelity Sketch mockups to explore the look and feel of the main features. The feel and look of the app was heavily inspired by iOS 10. Big, Bold, and clean.

Conclusion:

In building the MVP, I wanted readers to be able to access relevant and best video content to feed their natural curiosity about what’s happening around them. Since, users have limited attention span, and are hard pressed for time through out the day; this app concept would help them satiate their curiosity while also provide entertainment and add value to their lives. I’m excited to test this MVP with users.

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