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My Roles

Project Manager

UX Researcher

UX Writer

UI Designer

Tech for better lives:
Searching for a new
community hub

Technology and automation have brought heightened unemployment, due to these fast changes, many have argued that any given community should have an outlet to gather and gain resources.

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  • How could this community hub improve the skills of the users and help them find employment?

I was presented with a project brief that outlined the apparent issue, and was told that the solution would have to take into account:

Challenge

  • How can it be a resource to prepare young professionals for the labor market?

Team

  • I worked alongside 4 designers

  • As project manager, it was my responsibility to assign tasks and roles to my colleagues

  • We collaborated on a team structure that would allow us to be successful

  • This required the implementation of the fearless feedback method

  • Encouraging feedback

  • If negative, making sure that
    it is constructive

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Solution Framework

Because we were tasked with creating an MVP of this product, we decided, as a team to implement the Design Think Process

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Research:Understanding The Space

Data must be collected in order to understand problems, and to empathize with the user. This is the foundation of the human-centered design process.

Competitive Analysis

Objective

Identify a group of direct and indirect competitors to compare and contrast critical aspects.

Insight gained

This allowed us to understand the players in the market to learned what they are doing well, and where we could differentiate our product.

Direct competitors

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Insights

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All are outlets that allow users to obtain resources so they can enhance their careers

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All of the websites had clear visual hierarchy, making the
information clear (except for the SF Public Library)

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The direct competitors all offered a way to interact with others

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The indirect competitors either require a purchase or have a subscription model

User Interviews

Objective

To gain in-depth information about
user experience with the direct
and indirect competitors.

Methodology

Conducted remotely on Zoom due to SARS-CoV-2 pandemic.

Insights gained

Found pain points and inquired about the current experience offered at libraries and other alternatives.

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Results

Participant count

10

Demographics

Ages: 27 - 46 yrs.

Insights

100% view the library as a community hub

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90% expressed they don’t have adequate resources to advance their careers

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80% were looking to advance their careers

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70% visited the library last year

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70% attended a workshop and or meetups last year

Pain points

  • Participants thought it was inconvenient to go to library

  • Users can find information that one can obtain in a library on the internet

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Synthesis: Define, Define, Define

Amalgamating all the data complied in the Research phase to illuminate user problems that will be addressed in a design solution.

User Survey

Objective

To ask a wide audience about their user habits with using the direct and indirect competitors.

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Methodology

Created survey using Google Forms, and posted link on various social media outlets.

Questions asked

  • Interested in advancing career?

  • If you don't use the library, what resources do you use?

  • Have you attended workshops, meetups, or other networking events?

  • How many times have you visited the library in the last year?

Results

Participant count

64

Interested in advancing career?

78% yes
22% no

If you don't use a library, what resources do you use?

65% use an online book seller
31% use physical books
4% use both

How many times have you visited the library in the last year?

50% visited last year
50% did not

Have you attended workshops, meetups, or other networking events?

50% have attended
48% have not

Affinity Diagram

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Objective

A method in which teams can synthesize abundant amounts of data and group the data into themes.

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The team and I wanted to better organize
the insights gathered from the User Interviews.

Methodology

Conducted remotely on Miro due to SARS-CoV-2 pandemic.

  • Sticky color - each teammate had their own color

  • Sticky color - each teammate had their own color

  • Categories - needs to be organized to identify trends

  • Further synthesized this larger diagram to be more specific

Elements

  • Use quotes if possible

  • Highlight habits

  • Note pain points

All To The Wall

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User Pain Points

Due to our strategy of synthesizing, we began to see barrier and pain point trends. Theses are aspects that we took into account when we created the product.

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User Goals

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Key Takeaways

Insights

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Interviewees valued that libraries and community centers offered group meetings, workshops, etc.

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By far the biggest takeaway - interviewees wanted to learn new skills

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Users brought up using technology

Pain points

  • Lack of awareness - some interviewees did not know that libraries or community centers offered workshops

  • Interviewees mentioned that safety was a concern

  • Viewed a basic internet search as a better resource than a library

  • Interviewees do not like the antiquated experience that a library or community center offers

User Personas

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Objective

Human centered design emphasizes trends that are present in research be personified in user personas.

Elements

  • Based on real data from research

  • Create identifiable archetypes

  • Create primary and secondary personas

Primary Persona

Insights

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Age - majority of those interview were in their early thirties

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Trend - 78% of people
wanted to enhance
their careers

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Is accustomed to using technology to obtain information

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Secondary Persona

Insights

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Age - majority of those interview were in their early thirties

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Trend - 78% of people
wanted to enhance
their careers

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Journey Map

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Objective

Help visualize the actions a user personas goes through to accomplish a goal.

Elements

  • Feelings - measured the feelings the user has with the product as they are experiencing them

  • Actions - noted the actions they are having with the product

  • Questions - noted any potential questions the user has during their experience

  • Take note of any opportunities that might exist

Primary Journey Map

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Secondary Journey Map

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Key Takeaways

Insights

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Users engagement with the product will be key

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Feelings trend to be negative when there is not a clear product flow

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Once the user finds what they are looking for feelings trend positive - we need to have clear flows that allow the user to accomplish what they’re looking for, quickly

Pain points

  • Outreach - getting users to use the product

  • User flows - make the purpose of the screens are clear

Milestone

At this point in the design process we had enough data about the market, and users needs to formalize a valid
problem statement.

Problem Statement

As a busy professional with a strenuous job, I need easy and fast access to updated resources, events, and educational programs to boost my career so I can stay informed of emerging trends and engaged within the community.

Ideation: Put It On Paper, And Then Do It Again

At this point, we have the data needed to generate potential design solutions for our product. It is about putting the pen to paper - so to speak.

Low-Fidelity Sketches

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Objective

This allowed us to get our first concepts down on paper. This is the first go, it is supposed to be messy.

Methodology

Use a sheet of paper, and allow a set
amount of time.

Key Screens

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Sitemap

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Objective

We began to conceptualize the hierarchy of the product we were building.

Methodology

Used Figma remotely due to the SARS-CoV-2 pandemic.

Elements

  • Accounts for all the screens in the product

  • Conceptualize the flow

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Mid-Fidelity Wireframes

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Objective

Take all of what was learned from the initial sketches and sitemap and create a more digitally detailed layout of the product.

Methodology

As a team, we used Figma to collaborate.

Key Screens

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Implementation: It's Showtime!

Everything has lead to this point. We are ready to test our design solution with users.

Usability Test

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Objective

We asked users to perform tasks to measure the usability of our solution.

Methodology

We tested users via Zoom, and having the user screen share.

Goals

  • To make sure the navigation flow is clear, engaging, and easy to learn

  • To make sure elements (buttons, hyperlinks, text fields, etc.) categories and sections are labeled logically

Results

Participant count

5

Insights

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80% of participants found the labeling easy to understand

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60% of participants pointed out that pick your interest screen was too much information

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20% of participants used the search tool to complete the task

Iterated Wireframes

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Objective

We take the feedback from the usability test and implement them into updated wireframes.

Methodology

As a team, we used Figma to collaborate.

Key Screens

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Key Learnings

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During this process, it reiterated the importance of collaboration. I worked alongside 4 other designers. Learning from one another.

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Iterate, iterate, iterate. All in all, we went through 3 different iterations of the solution. Each one more refined and a better solution for the user.

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As humans, we believe that our individual hunches are always correct. This project taught me that hunches are not a substitution for actual user data.

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