The main objective was to design an interactive desktop app that aligns with business and user needs. The potential saving of Disney’s project is eliminating the back-and-forth approach and a shift to a cloud-based review since it is faster and easier than email.
The proposed application should also meet several dimensions that enable the essential services and enhance users’ experience. Other aspects of functionality include the user-interphase adopted, arrangement of contents on the age, and methods of entering data.
I wanted to use few predictive technologies to help users find important contextual features. The concept will address the user’s pain points, resulting in a better user experience. The app’s layout, user interface, and functionalities needed to be designed to better connect with users.
- The primary challenge was to create a user-friendly experience around the app.
- Create design better than existing/competitors’ apps that attract users through a simple and accessible experience.
- The app must facilitate not only content sharing between Disney creative but also improve their work.
- Collaborate with product managers and developers to define product strategy and design for quick insights and long-lasting improvements.
- Project managers and product designers
- Creatives sharing content between Disney studios.
- Client media sharing
- 1 year
Roles and Responsibilities
I created the UX/UI for desktop with an agile cross-functional team and executed usability testing, interviews, market research, competitive analysis, and user research with users’ feedback across diverse cultures.
Sketch, Adobe Illustrator, Adobe After Effects, Sublime Text, Transmit.
The first step in the development of an app is the ideation phase. The ideation stage is crucial because it entails observing the market and identifying areas that need improvement or introducing enhanced solutions.
To better understand user’s needs, I conducted user research in two parts; Qualitative information research and quantitative data research.
Research enabled me to dig deep into my understanding of users – not only their immediate frustrations but also their hopes, fears, abilities, limitations, reasoning, and goals. It laid essential foundations for creating solutions in the next stages. To ensure the research stays on track and better guide the design later, I created a series of following questions and begun user research.
- Who are Disney sneak Peek users?
- What are their goals, needs, frustrations, and motivation?
- What are the key trends and user demographics of content-sharing apps?
- What are the Disney sneak Peek competitors’ strengths and weaknesses?
Qualitative information research
Firstly, I performed qualitative information research to give myself some direction.
I find out how often users have encountered difficulties sharing content and performing different tasks. What are their current pain points, fears, and needs? I also figured out what motivates or demotivates them from sharing the content.
Interviews with ideal users
I conducted interviews with potential users to better understand under what circumstances they will trigger issues and how effective the existing solutions are.
I analyzed the interviewees’ work and content sharing process and what external and internal conditions impact the process.
During interviews, I gathered qualitative data about their goals, needs, frustrations, and motivations.
I asked the following questions:
- What kinds of issues are you facing right now?
- What are some of your most significant pain points or gripes when sharing the content using existing solutions?
- How would you describe your typical experience with an app when it comes to sharing content seamlessly?
- hat do you think can improve the overall content sharing experience?
Currently, customers are interested in convenient, accessible, menu-oriented, and friendly interfaces.
The qualitative information research helped me confirm invalid assumptions about users and their expectations regarding a content-sharing app.
Quantitative data research
After qualitative information research, I performed Quantitative data research to learn user behavior regarding the content sharing process.
Based on user research and interviews, I developed a user persona to address the major needs of the targeted audience.
Persona would guide the process and evolution of developing user flows. Therefore, I referred to them throughout the entire designing process.
I performed market research to understand the project scope, future trends, and customer demographics. In addition, I studied competitors’ apps to understand their features and functionalities.
I also analyzed the information structure of several popular content-sharing apps to understand what information is valuable to users. The idea is to conceptualize the market state and identify a gap that derives opportunities.
Data from market research helped me optimize the app interface according to industry trends and user behavior.
I conducted a competitive analysis to validate my hypothesis and see what competitors were doing in the current market.
Data from competitive analysis, user research, and market research helped me identify user pain points and gaps in existing solutions that I may not be aware of. To better understand users’ needs and pain points, I defined a series of questions and researched the problem.
- Are competitors’ apps addressing the user pain points? Again, user research and interviews helped me here.
- What are the competitor’s strengths and weaknesses?
- The goal was to compare and identify common features across the competitor apps.
What is next?
After specifying the issues and analyzing each pain stage, I was prepared to produce solutions.
I need to understand user pain points and create an optimized user flow and layout aligning with users’ needs. In addition, I must utilize users’ feedback in the design process to focus on real-life applications. The aim is to focus less on heavy technology and using an open design approach to make content exploration more accessible and more visible.
After consolidating all issues and prioritizing them according to their frequency, the data’s outcomes and brainstorm enabled me to narrow down the approach.
I mapped out the users’ steps to see how I could simplify their journey and help them reach their most important goals with the app. Then, based on user research and interviews, I optimize the user journey. Then, I quickly designed flows to understand how users will navigate through the app.
The proposed app includes a media content-based. It is a convenient, easy, and driven approach to the selection and identification of items.
Besides, the app also includes a menu or list-based approach to the client’s data and solutions display section. These offer a direct link to specific resources and tools necessary for users to use the app.
I started building screens, buttons, and all sorts of other artwork, trying to create something that looks clean, modern, and simple to use.
Wireframes helped me see what the app would roughly look like and how it would flow from screen to screen. User research and interviews gave me ideas for what would feel familiar to users.
After multiple design iterations, I finalized a design and started designing the final screens in Adobe XD.
To quantitatively review the usability assumptions, test user-friendliness, and validate the design, I conducted usability testing with ideal users.
To measure how ‘usable’ the website is, I measured three things:
- Effectiveness - Whether a user can complete a task
- Efficiency - How long it takes them to complete a task
- Satisfaction - How the user feels about the task
The outcome of Usability testing
Participants stated that the overall flow is relatively straightforward, and they can find features and navigate the app seamlessly.
The app was a successful undertaking with the creative sharing of time-sensitive media. It didn’t have to wait for DVDs or potential leaked media and saved them substantial money with shipping and creating their proprietary software.
Disney could also send a direct link to celebrities for home screening videos on their iPad. This will help a lot with potential DVDs being copied and leaked before the release.
What I learned
The adoption of an idea depends on multiple factors, including the features that enhance the functionality of an application. Appearance and the interface adopted in the app determine its attractiveness.
The proposed Disney’s Sneak Peek app has also considered the need to adopt a friendly user interface and attractive features to enhance the potential for its adoption.
Coming out with a design based on user research helped me understand a lot. So, luckily, I designed Disney sneak Peek app with a responsive, simple-to-use, and interactive layout to make user’s life more delightful.
I followed a light design style because I wanted the project to come off friendly and ultimately not give off a technical “database” vibe. The design will give users a familiar and delightful experience.