EMPATHIZE
RESEARCH PROCESS
PROJECT OVERVIEW
The problem:
​
Being unable to find great and special content of Lana Del Rey in one app.
The goal:
​
Find exclusive and special merchandise of Lana Del Rey on one app.
My role:
​
Being the UX & UI designer of this app.
Responsabilities:
​
-
User Research (Itw, create personas…)
-
Problem Statements
-
User Journey Maps
-
Wireframing
-
Prototyping
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Testing
USER RESEARCH: SUMMARY
I conducted interviews and created empathy maps to understand the users I’m
designing for and their needs. A primary user group identified through research
was people were unable to find merchandise of Lana Del Rey on one app.
This user group confirmed initial assumptions about Lana Del Rey customers, but research
also revealed that time was not the only factor limiting users who are fan of Lana del Rey.
Other user problems included obligations, interests, or challenges that make it
difficult to get exclusive merchandise of this artist.
USER RESEARCH: PAIN POINTS
1
Working adults are too busy to spend time searching for hours the perfect gift or exclusive merchandise of this artist.
2
There is not an application where you can find exclusive content about this artist.
3
Many shopping app are not accessible for every user.
PERSONA : JAMES
PROBLEM STATEMENT:
James is not a fan of Lana Del Rey.
He needs to find and buy a gift for
his husband who is a huge fan
because he wants to make him happy.
PERSONA : MELISSA
PROBLEM STATEMENT:
Melissa love Lana Del Rey. She needs to find limited edition album and special merchandise of her favorite artist because she can not find high quality or stylish merchandise of her and wants to complete her collections.
USER JOURNEY MAPS
Mapping James’s user journey revealed how helpful it would be for users to have access to a dedicated Lana Del Rey app.
Mapping Melissa’s user journey revealed how helpful it would be for users to have access to a dedicated Lana Del Rey app.
IDEATE
DESIGN PROCESS
PAPER WIREFRAMES
Taking the time to draft iterations of each screen of the app on paper ensured that the elements that made it to digital wireframes would be well-suited to address user pain points. For the home screen, prioritized a quick and easy way to find the new and exclusive item most buy by users in the “top album” section to help users save time.
*Stars were used to mark the elements of each sketch that would be used in the initial digital wireframes.
DIGITAL WIREFRAMES
As the initial design phase continued, I made sure to base screen designs on
feedback and findings from the user research.
This category at the top
of the home screen
makes it fast and
easy for users to
find the new
and exclusive item most buy on the app.
These buttons are easy and faster ways to check your favorite, get to your basket or to your account.
This button provides an easy option to buy faster the new item on the app.
Easy navigation was a key user need to address in the designs in addition to equipping the app to work with assistive technologies to be more “user friendly” and accessible for the user by adding relevents options and recommendations on the home page.
Easy access to
navigation
that's screen reader friendly.
This button provides an easy way
to buy the article.
LOW FIDELITY PROTOTYPES
The Low-fidelity prototype connected the primary use flow of find and order a merchandise article, so the prototype could be used in a usability study with users.
USABILITY STUDY
AFFINITY DIAGRAM
USABILITY STUDY: FINDINGS
INSIGHTS
I conducted two rounds of usability studies. Findings from the first study helped guide the designs from wireframes to mockups. The second study used a high-fidelity prototype and revealed what aspects of the mockups needed refining.
ROUND 1: FINDINGS
1
Users need a better design to understand and see clearly where to close confirmation orders window.
Users need two logos next to the buttons sections to get a visual distinction between the two buttons.
2
Some of the users need a scrolling feature on the home page to get more products.
3
ROUND 2: FINDINGS
1
The home page was change with a light and more minimalist design.
A MORE button were add to be able to see more product on the collection page.
2
REFINING THE DESIGN
MOCKUPS
Early designs allowed for some customization,
but after the usability studies, I added all the items ans articles and also revised the design so users can easily navigate on the app.
1
The second usability study revealed frustration with the Home page flow. To streamline this flow, I restructured the page and add more space between articles. Also we delete the text on The Top Album item so the user can focus better on the image and easily find the main information of the home page.
2
FINAL MOCKUPS
HIGH FIDELITY PROTOTYPES
The final high-fidelity prototype presented cleaner user flows to buy
an article and checkout. It also met user needs to select different and exclusive article through the entire app.
ACCESSIBILITY STUDY
1
Provided access
to users who are vision impaired through adding alt text to images for screen readers.
2
Used icons to
help and make the
navigation easier.
3
Used detailed imagery for articles and merchandising to help all users better understand the designs.
GOING FORWARD
TAKEAWAYS
IMPACT
The app makes users feel like Lana Del Rey really thinks
about how to meet their needs.
One quote from peer feedback:
“"I really liked my experience with the app, easy and fast
to find what I want and I like the idea that they will be a place
to find nice merch of this artist".
WHAT I LEARNED
While designing the Lana Del Rey app, I learned that the first ideas for the app are only the beginning of the process. Usability studies and peer feedback influenced each iteration of the app’s designs.
NEXT STEPS
1
Conduct another round of usability studies to validate whether the pain points users experienced have been effectively addressed.
2
Conduct more user research to determine any new areas of need.
© 2023, Camille Quentin, All rights reserved