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KnewQ UX Redesign

The Knot Cash Gifting Program

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The Problem

KnewQ is a prediction based gaming app that at the time, was developed in beta for iOS. However, none of the design or user flows were validated from a user perspective. Our task was to evaluate the overall UX of the app and redesign elements that prove to be invalidated. The process involved multiple meetings with client regarding their needs, comparative and competitive a heuristic analysis of the app's overall UX and multiple rounds of user testing for task flows and iconography tests using timed tests in order to measure success in a quantitative manner as a request from the client. Once we received our feedback, we synthesized down our findings to validated design concepts and iterated after subsequent rounds of testing our prototypes.

 Qualitative Research

We began by providing a heuristic analysis (in relation to UX) of current screens and offered suggestions in regards to improvement after our initial client meeting. This gave us an idea of the current usability of the app and a game plan for attacking the initial prototype for existing screens, user research and interviews phases of the project. Then we put together a prototype of the client’s screens and tested it with users. Testing continued throughout our iterations of redesigning the app (six iterated prototypes in total) and we used user testing as both clues for design decisions and design validation at different stages of the process.

We began by conducting a UX heuristic analysis of the gaming app.

Usertesting the initial application.


Quantitative Research

Statistical evidence of findings was important to the client so in many of our user tests we provided numerical statistics by utilizing quantitative testing methods when we performed usability and gamification tests. I tested the current achievement icons for clarity of concept to gain an understanding as to whether the client’s current badge concepts were clear to users. Overall, the level of understanding varied but the key takeaway was that simplicity of concept was the main indicator of icon comprehension. In addition, when subjects responded to the higher scoring icons, their responses were delivered quickly without hesitation, revealing a level of intuitive understanding when tested with simplistic concepts like sports equipment.


Design Iterations

Through our various types of user tests, we eventually went through several iterations of our prototypes(s). This is an example showcases how I helped redesign how users can create a new predictions in the game. Design decisions included: clearer CTA on landing page, content privacy control, clearer CTA’s for on “create new” page that centralizes features that were previously scattered throughout the app.


Takeaways

KnewQ’s initial user flows did not work in a comprehensible manner and users struggled initially in performing basic tasks which made us have to prototype from the beginning using the client’s screens. As a group, we focused on building a solid foundation of usability through lean testing and reiteration methods and tracking our progress through timed user tests to show the client how our design improved the intuitiveness of the app. 

In order from left to right: create "KnewQ" (new question) screen, profile screen with user statistics, landing page for a logged in user, 'Select Friends' menu.