52 years old
Lillian works full time as a librarian at a public library, and although she has experience using a computer, she feels much more comfortable on her iPad. Because of this, she would like to use a mobile application to create a gift registry for her daughter’s baby shower, as long as it is efficient and similar to other applications she has used.
Easy to use interface
Consistency with other applications
Unclear error messages
Overwhelming amount of information
28 years old
Caroline has recently gotten engaged and would like to set up an online gift registry for her wedding. As a nurse who commutes to her job, she decided that it would be easiest to create and edit this registry on her smartphone while on the bus.
Quick loading time
Familiar language and conventions
Slow loading times
This application utilizes some good design principles, but could use a better implementation of them. It seems that the main concern with this application is its busy layout, small buttons, and lack of constraints and feedback. By minimizing clutter and noise and providing a better sense of hierarchy, users will have a better entry point and overall impression of the application. By increasing the size of important targets, users will have a better chance at selecting the correct option without having to spend too much time aiming. By providing better constraints and feedback, human error can decrease and the application’s database can receive consistent data for better storage. With these kinds of changes implemented, this application has the potential to provide a more positive experience for users.
Add better constraints to the forms
Provide more efficient error messages
Increase visibility of system status
Create a more welcoming entry point
Increase target sizes
It can be assumed that this application will be used by people who expect efficiency. This is because online registries are typically used as a component of event planning, an often stressful activity. Therefore, the redesign of the application should focus on catering to the needs of these users. It can also be assumed that users will have some experience using mobile applications and be familiar with concepts like creating accounts and completing entry forms.
Target users for this application will primarily consist of people who are currently planning or assisting with planning events. The target age range is broad, roughly in between fifteen and sixty-five years old. Users will have at least enough experience with technology to be familiar with concepts such as creating accounts and filling out forms.
I created these personas based on my experiences and observations of others. For instance, a family member of mine recently set up an online gift registry for her daughter’s upcoming baby shower. This gave me an idea of the kind of demographic that may use this application and inspired the persona of Lillian. Additionally, working at a public library, I have noticed that many people consider themselves more comfortable using a mobile device than a computer. One factor that plays into this is history with technology. In the case of users like Lillian, iPads and mobile devices may be one of the first major devices they personally own and do not share with others, and they may spend more time with this device. Another factor may be one’s lifestyle, as is the case in Caroline’s hectic life as a nurse.
When the user first opens the application without signing in, they will be prompted to log in or create an account. If the user accidentally chooses the wrong option, they can switch to the other one. For instance, if a user taps on “Log in,” they will see a link on the page that, when tapped on, takes them to the “Create Account” page. To create an account, users have to complete a two-step process. Once that is complete, they are taken to a new page in the application that shows options for creating a registry, finding a registry, and viewing their own registries. More options regarding the application and account settings are found in a sidebar.
Because the main usability problems present in this application center around the entry points and account creation process, those are the pages targeted in this redesign. The site map on the right shows the navigation of this redesigned application, with pages colored purple receiving being the focus.
My design explores several design principles used in process applications. This includes:
Entry point- the redesign of the main pages
Garbage in-garbage out- the error messages that appear if a user enters incorrect or incomplete information in a text field
Visibility- the number of options presented to users was minimized for reducing clutter
Fitts’ Law- buttons were made bigger and brought closer together
Nudge- users are nudged towards actions involving registries on the main page after logging in
Errors- error messages were redesigned to appear as a user fills out a form, rather than all at once.
My design provides users with a clean and easy to navigate interface that accounts for user error. I feel that I implemented design principles and peer feedback into my design well and improved the usability of this application’s account creation process.
After beginning to add interactions in Axure, I realized that implementing good error messages can be tricky. I struggled with the different ways this could be done, and am still unsure if my current design could be improved as far as error messages. For instance, is it better to show a message right away, or once a user focuses on a different field. Is it better to hide positive feedback once the field is not focused, or leave it visible?
WISHINGWELL MOBILE APPLICATION REDESIGN
Mobile . Design . User Experience
The Wishingwell mobile application allows users to create online gift registries and share them with friends and family members. Unfortunately, the application can be very difficult to use. Users are overwhelmed with intricate visuals, may get frustrated with its mobile-unfriendly button sizes, and may become confused by its unclear organization of elements. As a class project for Advanced Principles of Interactivity, I redesigned the process to create an account in the application.
Objectives To redesign the account creation process on the Wishingwell mobile application utlizing various design principles for processes
Tools Used Axure RP Pro
Skills Utilized User Experience Design
Context Project for Advanced Principles of Interactivity
Research and Planning
Sign In Page
Account Setup Pages
Home Page After Sign-in
The folllowing are high-fidelity wireframes created for this project.