UX Researcher, Product Designer
Ali Ciftci, Fariah Qasim, Victor Chien
Sketch, Figma, Photoshop
Workspace enables remote workers improve overall wellbeing by streamlining diverse workflows and cultivating meaningful connections.
We now function and communicate differently as a result of the lockdown. It forces us to work and learn from home, as well as link with people in a digital environment. Our team wanted to learn how people managed their projects during the pandemic and how we could help them.
Workspace enables remote workers improve overall wellbeing by streamlining diverse workflows and cultivating meaningful connections.
We now function and communicate differently as a result of the lockdown. It forces us to work and learn from home, as well as link with people in a digital environment. Our team wanted to learn how people managed their projects during the pandemic and how we could help them.
How might we collect and use datasets to raise awareness of the negative impacts of social media in Gen Alpha?
Unhook is a digital product that monitors user’s social interactions and daily activities to prevent them from getting depressed by using social media.
We recruited participants to learn about their jobs, health, and behaviors. We used affinity mapping to organize our observations and determine the sources of pain.
They all had at least two projects on the go. Four of them have worked from home since the first lockdown, and three of them are business owners or freelancers. Five of the eight participants found it difficult to be productive when working from home. We came to the following conclusion based on our research:
1. Struggling to be efficient and effectively control their time.
2. They were having trouble coordinating and planning various tasks.
3. Missing getting other professionals around to network with and collaborate with.
Following their meetings with targeted users, each team member compiled a comprehensive list of issues -
The team collaborated on Miro Board to group problems of similar nature.
Our team assembled a list of possible features to include in the product based on the affinity mapping
We used the MoSCoW approach to narrow the reach of the product and get closer to our MVP
Our competitor research was divided into two categories: communication and productivity. We compared the features and identified the benefits and drawbacks of products like Asana and Monday.com, Zoom, and Discord that solve similar problems.
Our team agreed that our product should improve productivity, digital wellness, and communication in the workspace. These must-have features were then grouped and simplified into three groups.
Workspace streamlines multiple workflows and builds meaningful connections to encourage overall wellness for professionals who work remotely
We developed two personas, each with their own user journey, to represent the needs and pain points of our target users (They are technologically advanced and eager to learn new skills. Because of the product's concise and thoughtful tone of voice, they should feel accomplished, encouraged, and in charge) that we learned during the user interviews. Each persona focuses on a feature.
She (Sofia) is currently finding it difficult to be productive and is easily distracted when working. Sofia needs a method to better control her time and increase her productivity at work.
He (Kevin) misses being surrounded by other professionals with whom he can network and who will push him to work harder. Kevin needs a way to engage in human interactions in an online environment.
We created a low-fidelity prototype based on Sofia and Kevin's requirements and ran usability tests to identify areas for improvement. Here's what we discovered
1. The dashboard seemed to be overworked and attempting to do too much.
2. In the sense of digital wellbeing, the project management tool seemed anticipated, almost unnecessary.
3. The role of "Time Manager" was ambiguous, and the explanation was lengthy.4. Tools break down- users felt oppressed and had no idea what it meant or why.
1. Users wanted to see a Pomodoro timer and an advanced
portion with timer settings that could be customized.
2. The snooze button and the ‘+60/+90 minute' buttons were both confusing. Some users were puzzled as to what the differences were.
1. The user interface felt easy, but participant would like to see more interesting design.
2. The term "workrooms" was a bit misleading.
This screen gives you a quick rundown of what's going on. It includes a calendar, a daily personalized post, easy access buttons, and time trackers. Details may be extended based on the user's preferences. The illustration along with the motivational text adds a humane element to the product.
A dashboard page is hosted by each workspace . This page displays details about the amount of time spent in a specific workspace. This feature allows users to better manage their time and display a report of it, reducing pain points.
The _workspace; timer feature allows users to set a time limit for their work or supports in the concentrating process. It has three key features: a timer, an app limit, and the ability to start a pomodoro cycle. Users may also change their Slack status to Away, mute email messages, and clock in/out before and after the timer in the advanced settings.
Allowing users to set an app limit is another function we suggested to combat distractions. Users may choose a method and set a time limit on how long they use it.
Meet is a function that enables users to form meaningful connections with other professionals in a virtual setting. Users should look for rooms based on their interests and book a meeting space. In addition to an Activity function, we developed a Reaction component that allows participants to communicate and connect more effectively.
As a five-person team, everybody must work together, and the work done must be of high quality. As a result, we developed a design checklist to help in improved communication and teamwork during the design process
In the wake of the pandemic and the lockdown, there has been a drastic increase in the use of social media inducing fear, anxiety, paranoia and the pressure to get attention.
According to an article published by the World Health Organization -
Deaths by suicide in the USA are up 70% in older teenage girls compared with the first decade of the century. In pre-teen girls, suicide has risen by 151 per cent.
Instead of using the traditional STEEP (social, technological, economic, environmental, and political) analysis to speculate what the future may be, we swapped economic to educational to examine how each area affects Gen Alpha.
We further developed Dopa-pill’s brand identity to envision its existence on the market.
©2021 - Preet Gangrade. Made with Love, Figma, and Webflow.