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Link

 
 

Link

Link is a mobile application that is an open space training platform for professionals to connect.

 
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MY ROLE

Project management, visual design, usability testing, contextual inquiry, user research, user interviews, card sorting, content, wireframing, prototyping, high-fi mockups

TOOLS

Sketch, InVision, Adobe CS

 
 
 
 

INITIAL PROBLEM STATEMENT

 

Small talk at events can be difficult and awkward if you have not had much experience. Networking is important for career development and personal growth, although ‘small talk’ can deter people from attending events.

 
 
 

USER INTERVIEWS

 

Four user interviews were conducted, which formed themes and created insight into the problem. Key findings were extracted from user interviews and categorised.

  1. Goals/motivations: Motivations for attending event. Job searching, meet people, grow network

  2. Event type: Relaxed environments when attending events is preferred

  3. User engagement: LinkedIn used at events and to gain contact information either at event or in general. Meetup is used to discover events.

  4. Emotion - pre/post event: Pre events: Users feel self pressure/ nervous. Post event : Users feel sense of accomplishment and depleted if personal goals aren’t met.

  5. Cost: Prefer free events

  6. User characteristics: Personality traits showed users are mostly extroverted and happy to attend and approach people alone.

  7. Time/location: Time and location are assessed through the rate of attendance and physical location.

 
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New patterns and insights were formed and re-examined. Through a series of synthesis, it was discovered that participants enjoy small talk at networking events and are happy to approach and attend events alone. 

 
 
 

REVISED PROBLEM STATEMENT

 

Users don’t feel they maximise their time spent at events and are dissatisfied if personal goals aren’t met.

 
 
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COMPARATIVE ANALYSIS

The comparative analysis showed key features that helped in the next stages of feature prioritisation. Focusing on both indirect and direct competitors was beneficial in the discovery of effective trends and navigation. The main competitors were LinkedIn, BumbleBizz and Strava highlighting:

  • Functionality

  • Processes

  • Features

  • Design Patterns 

 
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FEATURE PRIORITISATION

Research found through comparative analysis, key features that will help in next stages.

 
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USER FLOW

The user flow really helped in deciding the next stages. The challenge was one of the most pivotal part in the process. Through the user flow, it shifted the focused from a predominately events focused application to a personalised event app that would track your goals. Through extensive research and findings, it was clear that gamification within the app would deter users from attending events.

 
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CARD SORTING

The challenge faced  was the categorisation of the open card sort. There was a general lack of consistent categories defined by the participants. Based upon results a closed card sort was conducted which was consistent and effective. 

The category identified were:

  • Chat

  • Account

  • Location

  • Events

  • Interactivity

 
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LOW-FIDELITY SKETCHES

Sketches were used to explore user journeys and information collated from card sorting. The examination of the gamification in the app was explored.

In discovery, the participants didn’t understand the gamification element in the paper prototype. The hesitant response by the participants was prevalent when asked to play a game. Participants were inquiring as to why they should be playing games at events.  A second round of low-fidelity screens were tested without the gamification element and concluded that participants handled the screens with much more ease.

 
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MEIDUM FIDELITY WIREFRAMES

The 'Chat' in the navigation was not as effective after revisiting the feature prioritisation results. The challenges that were faced was the removal of the gamification section in the application. This form of interactive element stood out from its competitors, but the inclusion of goal tracking and other elements were still effective and the app now flowed intuitively.

 
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HI FIDELITY WIREFRAMES

Naming convention for ‘Location’ changed to ‘Nearby’.

 
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USABILITY TESTING

The testing proved to be a success with great insight. Screens were then updated.
It was highlighted that the users ‘Goals’ should remain in clear sight as they were hidden in the users ‘Profile’. The naming convention for this section was modified to ‘Activity’ as this identifies the users activities rather than a goal within the app.

The results showed:

  • Relocating the ‘Activity’ to the navigation bar

  • The ‘Feed’ was misleading, difficult UI

  • Incorporate Airdrop ‘share’ in profile

 
 
 

Positive goal reminders were discovered to be an effective way to create an open space for users to engage with professionals in networking.