elicit
an app to encourage communication within intimate relationships
Bootcamp: Springboard
Project: Capstone 1
Date: 12/22/2021
I have found that most of my peers when recounting their sexual experiences often recall times that are not only unfulfilling for them, but for all parties involved. This contradiction to the progressive message that is so often broadcasted to Generation Z inspired me to seek the essence of my Generation’s stunted sex life.
After pursuing research in this subject I found that the most common limitation to their sex life is a lack of communication. In an effort to solve this common flaw, I felt that the most effective way to approach this challenge was to utilize the medium with which Generation Z most often communicates with.
According to Forbes.com, Gen Z “spends an average of 4 hours and 15 minutes on their mobile devices every day.” This information not only reinforced my argument in which Gen Z struggles with in person communication, it provided me with a tool with which I can improve it.
Competitive Analysis
After conducting secondary research on why individuals in intimate relationships struggle with communicating with their partners I sought out users that have utilized similar forms of technology to encourage communication and introduce them to new forms of sexual activities. This competitive analysis made me aware of many edge cases such as…..
Matching on Too Many Activities
Low Rates of Follow Up
Left Unaware
Couples complained that often they were matching on everything and were left with a long list of activities that neither of them were excited about. They presumed that this was due to each of them being open to new activities, but not being clear which ones they were truly interested in for themselves.
Users often complained that after using the app the couple either did the activity they matched on once or not at all. They often would forget about the app and none of the users I interviewed used the app more than once.
Users often complained that they were left with no ideas on how their partner felt before nor after the activity. While they found the app great for discovering new activities to try, it didn't encourage the couples to talk to each other about their thoughts regarding the activities.
Affinity Map
Following the user interviews I gathered my data to create a visual representation of the information I had collected. This map assisted my search in identifying overarching problems that were worthy of special attention and helped me illustrate a persona for this project.
Personas
These personas were crafted in order to stay focused on particular users throughout the design process. The personas, Avery and Tom are both struggling with their intimate relationships for different reasons, but both come to find a solution for the struggles within the same app.
First Round of Iterations
These early phase sketches were created in order to explore various ways users can interact with the app.
User Flow
Following the first round of iterations I began exploring the different routes of which the user will move throughout the product. I was inspired by dating apps that present users with various options including the option to interact with another user.
Wireframing
Following the creation of the User Flow I moved on to making my first wireframes of this project. In these wireframes I experimented with the layouts of the designs as well as the placements of various calls to actions.
User Research
In order to test the efficiency and user flow of the app I conducted a series of usability tests before moving forward onto a low fidelity prototype. During this research I found a series of various important edge cases that I decided to change. These elements included….
User Getting Lost In The App
UI Details Are Too Distracting
Top Nav Bar Felt Disorganized
Users were unable to navigate how to get back to the explore page as well as how to get back to the new activities page. I felt the best solution to this problem was to get rid of the hamburger menu and implement a bottom navigation bar.
Users illustrated signs that they were overwhelmed by the amount of UI elements on the screen so I opted to simplify the design and align items more neatly in my low fidelity prototype.
Users communicated feeling overwhelmed while looking at the top navigation bar because there were too many elements to sift through. I decided to solve this issue by simplifying the design.
Low Fidelity Prototype
Following the User Research I created screens within Figma in order to create my first protype. This protype made the following user interviews feel smoother and were very effective in portraying the goals I had in mind.
User Research
In order to assure the usability of the product I tested the prototype again through a series of usability tests. These tests initiated many changes to the product that included, but are not limited to…..
A Change in Layout
The Size of Elements
More Explanation Needed
Users voiced confusion in regard to the half way down dark block in the background of the UI. In order to resolve this issue I decided to bring the dark block all the way up and maintain a dark mode throughout the design. A dark mode provides a more sensual and intimate experience as apposed to its previously lighter pallet that felt more sterile and dull.
Users felt that the icons were too small to be readable and wished that they were larger in proportion to the items surrounding them. I then went and almost doubled the size of the icons and found that they had much higher usability.
When a user had visited a screen for the first time, they were unsure of how to interact with the product. I resolved this edge case by having modals appear upon a user’s first time seeing the screen. In these modals, the user will be able to read simple instructions that reiterate how to interact with the app.
High Fidelity Prototype
This clickable prototype includes various animations that guides the user’s eye and elevates the UI’s impact on the users experience.
Conclusion
After completing this capstone project my biggest take away was the impact of a user flow diagram. If it wasn’t for this diagram I would be unable to visualize the multiple routes a user can go down and successfully visualize a user’s journey. Not only did it help me keep track of where a user is within the app, but it also made animation much easier to accomplish. Due to the user flow, I was able to effortlessly create transitions between screens while keeping track of the various possible other screens a user can experience. Ultimately, I felt that my user flow diagram was responsible for bringing the product together and helped me stay focused on how each feature interacts with one another.