Overview

Length

8 weeks

Role

Team leader

Tools

Figma

Team

Deni Simeonov, Haemi Kwon, Khalil Christian, Martin Dittus, Ish Naik

Case study

Making everyday life more manageable, trackable, and enjoyable

Laiph is a solution to boring and overcomplicated productivity apps. It aims to be a productivity app with light gamification features, a simple UI, and an overall sleek look.

What did we expect? What were we trying to solve?

The initial pitch for Laiph was much more centered around gamification. There were many social features within the app like a service-request feature and a leaderboard. The initial idea for the app was meant to solve motivation issues that many of our peers struggled to solve with current productivity apps.

What did we end up with?

Ultimately our research guided us in a different direction than we originally had planned. The final prototype features minimal social features. Our team ended up focusing on an easy to use app with simple visuals.

What did we learn?

We learned that as an effective UI designer, we must put our users first. Our initial idea didn't come to fruition because our research didn't support it. Pivoting from our idea to the user's idea was important for us and a good learning experience.

Process

Project Motivation

Learning Goal-Directed Design(GDD) process

Project Type

UI/UX project development

Skills Learned/Used

GDD, Figma

Overview

Background

Where did the idea come from?

We've all been there, feeling overwhelmed and too stressed to do anything productive. You just can't get yourself to start any of the tasks you have to do but they're stressing you out so much that it's even harder to start them

I noticed that this is a common feeling among my peers in college. I've also noticed that many of my peers take to gaming as a form of stress relief. That's when it clicked, what if I could combine the two, productivity and gaming? And thus, the idea for Laiph came to fruition.

How did the project come about?

It's my junior year of college, sitting in a class that would forever alter the course of my life as a designer (without knowing it yet). The class centers around a semester long team project where you design a prototype using goal-directed design. While others were in the class to get a grade, I wanted to make a push in my development. I was itching to create something substantial and thorough while learning more about my role in a team.

I setup my pitch for Laiph, the gamified productivity app, hoping that some of my classmates would feel connected to the story behind it. After everyone presented their pitches, I couldn't help but get anxious at who the other 4-5 people sitting around me for the rest of the semester would be. Would they be just passionate as me? Would they slack off and stop responding to messages? Regardless, I was in for a big learning experience as the project manager, and I was looking for a challenge.

Process

Kickoff Meeting and Research

After the initial kickoff meeting, I knew we had to hit the ground running. I could sense that everyone had passion about the idea, but I wasn't so sure if everyone had the same passion while actually CREATING the project. To try and take advantage of this initial spark of passion, I had the team start on the process immediately.

I divided the literature review and competitive audit evenly among everyone as it was a rudimentary step within the process. This strategy was intentional, as it would start pointing me towards the peers I could trust with completing work and those who I had to be more cautious with. I wanted to help everyone see the vision I had for the project, and my goal was to ignite the fire within my peers who didn't have that passion quite yet.

User interviews and persona

As we began to move into more complex and fluid stages of the project, I noticed my first signs of trouble. I tasked everyone with finding 1 suitable candidate for us to interview. Not only this, but I wanted everyone to proctor the interview for their recruited interviewee, as I wanted everyone to learn something from the process. This part of the process was particularly challenging for us, as scheduling interviews that worked with all of our schedules proved to be difficult.

I had also realized that the intial excitement had worn away from my teammates, and that the rest of the project could be increasingly more difficult as the energy dies down. I did my best to push everyone to get their work done, and a majority of my teammates would still communicate well and do what I asked. Everyone managed to get their notes in from the interviews but I knew I still had to shift my management strategies soon.

Requirements

I had realized by this point that when my team was assigned solo work, we would procrastinate and wait until the last minute to do it. This would not only give us lower quality work, but also almost push us back in timing for the original schedule I had set. My next goal was to try and make as much of the future assignments groupwork, this way we could all sit down and get it done together.

This was a success, as we blazed through the requirements phase faster than I originally expected. We sat down in person and had one online meeting to talk about what our persona would need from our service, and it seemed like everyone was excited again to work on the project, as the design portion of the project was right around the corner now.

Wireframing and prototyping

With the initial wireframing, I chose to split the work into asynchronous work again, as everyone seemed to be very enthusiastic about finally designing our prototype. I gave us a weekend to fledge out some basic flows and then we'd refine it in our next in person meeting. It was unfortunately around this time that I had realized some issues arising within the team that I had to try and solve.

The team all had varying levels of understanding of Figma technical skills. A majority of my team had only taken one prototyping class and I was the only one who had worked with some of the more advanced features on Figma. This would severly slow down our prototyping phase if I didn't address the issue and plan around it accordingly. So, I started with a quick rundown of some Figma basics to get everyone up to date, I explained and demonstrated some of the more advanced concepts in Figma that we would be using often, and I decided to assign specific sections of the prototype based on everyones understanding of the program.

Our team had some peaks and troughs during the prototyping phase, but in the end we got it done on time. During our user testing, the team was vigilant, potentially since we were nearing the end of the project. With no more bumps in our path, we managed to reflect some of our user insights into our prototype, and these reflections can be seen in our finalized prototype. The project was done, and we all came out learning something new, just as I had originally hoped.

Reflection

What could we have done differently?

Looking past the difficulties of working as a team, there were some things I wish I had done differently as the project manager. I wish that I had tried to pull more opinions from my teammates, as sometimes it felt like they just agreed with what I said rather than challenging my ideas and presenting something new. I also wish that we had a bit more time to delve into certain parts of the prototype more and refine them.

Final thoughts

Overall I'm happier with the finished product than I expected to be. It was a great learning process and I was glad I had the opportunity to guide my team through this project. There was a lot I learned about the design process and leading a team and I'm very glad to have worked with my teammates.

Explore some more