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Phase 2 Summary Report

September 5, 2022

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Table of Contents

Page 3 Team Updates

Page 5 Phase 1 Summary

Page 11 Phase 2 Pivot

Phase 2 Summaries

Page x Research

Page x Design

Page x Development

Page 32 Phase 3 Recommendations

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Team Changes

  • Strategy
    • Kerritt Saintal, Lead
    • Adaobi Obijiofor, Apprentice
    • Chukwuebuka Obiora, Apprentice
  • Design Team
    • Luigie Catanghal, Lead
    • Lauren Busser, Lead
    • Bethany Burns, Apprentice
    • Dana C, Apprentice
    • Xuan Jun (XJ) Lu, Apprentice
    • Katie Horowitz
  • Project
    • Morgan Denner, CXO/ Project Lead
    • Nicole Jedinak, Project Lead
    • Kristen Shuman, Project Coordinator
  • Research Team
    • Wendy Tran, Lead
    • Sarah Sanchez, Lead
    • Betty Fung, Apprentice
    • Theresa Hoffmann, Apprentice
    • Justin Goudy, Apprentice
    • Kacy Workman, Apprentice
    • Aubrey Schiavone, Apprentice
  • Development Team
    • Morgan Denner, Lead
    • Afonso Urbano, Apprentice
    • Jose Solorio, Apprentice

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Phase 1 Recap

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Phase 1 Recap

Goals:

  1. Research the user demographic and their traits
  2. Explore the habits of people on social media and other tools that can inspire our solution
  3. Explore the needs and frustrations of teens and parents when it comes to "constructive social media" and means of self-expression online
  4. Explore other engagement/ retention strategies TST can adopt in their platform
  5. Provide recommendations for what TST should include in the first release of the product and what they can do in subsequent releases
  6. Design a fully-functioning first release product
  7. Test with users, provide recommendations, and adjust

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Phase 1 Objectives Recap

  1. Research the user demographic and their traits
  2. Explore the habits of people on social media and other tools that can inspire our solution
  3. Explore the needs and frustrations of teens and parents when it comes to "constructive social media" and means of self-expression online
  4. Explore other engagement/ retention strategies TST can adopt in their platform

5. Provide recommendations

for what TST should include

in the first release of the

product and what they can

do in subsequent releases

6. Design a fully-functioning

first release product

7. Test with users, provide

recommendations, and

adjust

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Phase 1 Accomplishments

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Phase 1 Recap

Research Outcomes: Full research report available here

  • Social media usage (positive and negative), competitive analysis, and usability testing
    • Key insight: Users report using social media primarily to learn new skills, connect with others, and activism

  • User Personas: Artist, Supporter, Digital Content Creator, Mentor, Activist

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Phase 1 Recap

Design Outcomes: High-fidelity mobile application prototype with the following flows

    • Onboarding
    • Home, with Tool tips for First Time Use (FTU)
    • Home, after FTU
    • Discover, with Tool tips for FTU
    • Discover
    • Messaging
    • Profiles
    • Rooms (what Phase 2 calls “Groups”)
    • Create and send an image post
    • Live Sessions
    • Send Post and Booking via Chat

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Phase 1 MVP Deliverable: Mobile Prototype

A mobile platform where users can:

  • Connect through shared interests
  • Give and receive feedback
  • Develop a sense of belonging
  • Learn or deepen knowledge
  • Network and pursue creative and professional development

Note: Click images to load prototype

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Phase 1 Results

Phase 1 Recommendations:

  1. Conduct Hi-Fi usability testing with The Serious Type users
  2. Research how to avoid normal social media deceptive patterns
  3. Get a better understanding of mentorship expectations/roll-out

Phase 1 Summary:

  • focused on developing a mobile application prototype at the request of the client and recommended phase 2 continue testing and building out the mentoring feature of that mobile prototype

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Phase 2

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Phase 2

Pivoting from Phase 1:

Desktop first

Desktop First:

It became quickly apparent to the phase 2 team that our efforts would be better spent addressing the current usability issues with the existing website.

Phase 2 pivoted to focusing on building a Progressive Web Application, that would redesign the appearance, information architecture, navigation, content, and backend of the website before addressing the mobile application.

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Phase 2 Goals:

Engagement

Explore how to increase engagement among users on the app

Testing

Conduct usability testing with TST users

Safety

Safeguard all interactions

Explore how to avoid deceptive patterns

Mentorship

Determine the role of mentorship and/ or connection among users on the app

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Clarifying the Direction of Phase 2

Phase 1 Prototype Design:

    • Designed for users of all ages, beyond 13-22 target demographic
    • A place for people to gather around ideas & topics
    • Live video chat
    • Mentorship component
    • Is it solving the right problem?

Existing Website Design

    • Designed for 13-22-year-old demographic
    • A place for users to share their work and view the work of others
    • No interactivity with posts or between users
    • How do current users feel about the site?

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Arriving at Prioritizing Desktop First

Website

User Engagement:

  • About 20 active users on website
  • 63% use desktop, 36% mobile
  • Low engagement: Hundreds of users landing on home page, only about 2% click through to another page
  • Only about 16% of users are returning
  • Average time on site, less than 2 minutes

Demographics:

  • Phase 1 had tested primarily with ages 18+; target demo does include 18+ but also primarily ages 13-18

Mobile App

Landing Page:

  • Why do users open to the categories/ feed within the Phase 1 mobile prototype and how might we better discourage deceptive patterns?

Mentorship:

  • What is Nikki’s vision for mentorship, how does this relate to collaboration? What research is available or could we conduct to answer these questions?

Research:

  • Would current website users be available to test the prototype during this phase?

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What we didn’t do:

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Phase 2 Accomplishments

Week 1

Understand

Review Phase 1 work

Workshop questions for client

Client kickoff meeting

Secondary research

Week 2

Understand

Review client feedback

Competitive analysis

Secondary research

UX audit of Phase 1 prototype

Gather design inspiration

Review Google Analytics

Week 3

Understand

Competitive analysis

Heuristic analysis of existing site

Product vision board & elevator pitch

MoSCoW prioritization of MVP features

Secondary research

Week 4

Understand & Ideate

Intercept survey on current site

User interview planning

User journey maps & proto personas

Card sorting

Hub: Crazy 8s & user flows

Acceptance criteria

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Phase 2 Accomplishments

Week 5

Ideate

Card sorting

Posting: Crazy 8s & user flows

Acceptance criteria

Low-fidelity wireframes

User survey

Development meeting

Week 6

Prototype

Final sitemap

Sharing creative work survey

Secondary research

User flows

Design prototype

Requirements grooming

Week 7

Prototype

Collaboration survey

Secondary research

Design prototype

Development

Week 8

Prototype & Test

Usability testing

Iterate desktop prototype

Mobile prototype

Development

Final client demo

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Phase 2 Vision for TST

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Elevator Pitch for TST

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User Journey Maps & Proto Personas

Because neither Phase 1 or 2 was able to survey or interview current TST users, we did not have enough research to produce fully fleshed out personas.

The following are based on work from both phases.

The journeys cover users’ experiences of the current TST website.

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Mentorship

  • Recommended as a topic for exploration by Phase 1 team
  • Nikki expressed interest and suggested kids could also be mentors, not just adults, that anyone could self-select as an expert on a topic and serve as a mentor
  • We considered the idea of users leveling up to mentor roles through engagement on the app
  • Why we set the concept aside:
    • We had no evidence that teens are interested in mentorship, only adults
    • The research required felt outside of our 8-week scope given the other (more promising) features and topics we were exploring
    • Concerns over the safety of adults mentoring teens online arose
    • With only about 20-30 active users on the existing website, we weren’t sure the audience was large enough to attract mentors
    • We weren’t confident that mentorship as a feature would improve engagement

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Goals

  • Goals replaced mentorship as a constructive engagement tool
  • Secondary research suggested this would be a valuable feature
  • User research is needed to confirm whether target users are interested in this feature

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Collaboration

  • Making the site collaborative is a big goal for Nikki, the client
  • A survey was conducted that indicated people (including teens!) enjoy collaboration on projects
  • This feature was under construction at the end of Phase 2 and during the mini phase
  • More work is needed to build out this feature

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Posting

  • This was a key feature and the only thing users can do on the existing site besides consuming the content posted by other users
  • This feature was designed, prototyped, tested, and iterated on in Phase 2
  • Fresh eyes should validate the design and test the latest iteration with users

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Other Features

  • Many ideas from Phase 2 did not make it into the prototype
  • We ran out of time and people power to include all the features we wanted to include in our MVP
  • There’s lots more that the Phase 2 vision for the MMP included, including some features Phase 1 built into their mobile app prototype, including:
    • Live video chat
    • In-person events

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A more detailed look…

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Recommendations

  • Usability testing of latest prototype designs (mobile & desktop)
  • Exploration of features such as
    • Collaboration
    • Goals
    • Mentorship
    • Live video chat
  • Survey and/or interview current users of the existing website
  • Continue building out designs
  • Continue development based on updated and new designs

Note: Nikki likes the prototype Phase 2 built and does not want to start over from scratch again as happened between Phase 1 and Phase 2.

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Thank you! 👋