Research, UX, Visual Design
About | RyeCatcher is a behavior tracking app for classroom contexts. Using feature requirements, use cases, and evaluative testing, we designed this app for educators, parents, support assistants and students themselves to track positive and negative behaviors for individualized support, consistency in caregiving, and legal reporting.
Team | Team of four; Helen Hu, Krystal Tung, TC Eley & Myself
Contribution | Generative sketching, use case analysis and feature prioritization, research protocol, usability testing facilitation, research analysis, dashboard wireframing, high-fidelity mock ups and visual identity development.
Time Frame | 4 weeks (currently in progress)
Our project kicked off with assessing the brief and timeline, discussing team member strengths and interests, and collaborating on a project plan that provided plenty of buffer for unexpected delays.
This plan was then digitized for easy viewing, editing and sharing.
After receiving the brief, feature requirements, and use cases, we hit the ground running with some rapid generative sketching as individuals, and then reviewed our ideas as a group.
Use Case Analysis + Feature Prioritization
We then worked our way through multiple examples of user scenarios, extracted necessary features, and plotted these on an XY axis based on how important a feature was, and how commonly it was used. This helped determine which features to focus on, and which to bring to the forefront in a dashboard and sidebar.
We then divided up specific user flows and sketched these independently, and came together again to review as a team.
Our ideas were refined through group dialogue and iterative sketching. Some ideas we unanimously scrapped, and others we kept for usability testing with teachers in the evaluative research phase.
User Flow Sketching & Initial Wireframing
As sketching progressed, a high level information architecture map emerged, and we focused our subsequent iterations on refining these particular user flows.
Once the information architecture and general structure for each screen had been reached, we began mocking up low-fidelity wireframes using the collaborative online tool Figma.
Client Feedback & Synthesis
Once we had a complete prototype, we then walked the client through each of the user flows. Their feedback was recorded, synthesized and sorted for implementation, before usability testing was undertaken with teachers.
We then generated a evaluative research protocol for interviewing our users. We asked them general questions about their experience and context, and then observed their ability to undertake four primary tasks using talk aloud protocol.
We interviewed four different users that included teachers with experience in mainstream schools, special ed, private and public schools, at the elementary, middle school and high school levels.
We then synthesized this research using sticky notes that were color coded to each user, and grouped them by feature, and content of feedback. “Hot spots” of multi-colored sticky notes (e.g. “cumbersome” section in Super Quick Log) were prioritized.
We then shared our high level research insights with the class. You can view the complete Research Presentation here.
Note: in this presentation, colors denote category of insight, not user.
Visual Identity Development
In parallel, our team undertook some exploratory visual identity research, and pooled our favorite UI designs into to a slide deck with annotations to review as a team.
Having reviewed these design ideas, we chose two different styles – “warm/calming” and “bold/professional” and applied these to screens in our app for review.