• Sepi Fallahian | UX/UI Designer
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SHOWME APP: A UX Case Study

ShowMe is the result of 5 day design SPRINT addressing the digital divide.
Developed in collaboration with Tiana Asperjan, Phil MacIssac and Jason Reiniger.


The digital divide refers to the economic and social inequality with regard to access to, use of, or impact of information and communication technologies (ICT). During a one week design sprint, my team and I were challenged to identify a current problem in regards to the ‘digital divide’ and design a solution for that problem. After our research session, we observed that there is a significant divide between the older and the younger generation with technology. The Millennia’s are the first generation to grow up with the Internet. It’s not the same for those that grew up before the millennial generation (baby boomers). Bridging this gap has it’s advantages and sense of pride for both groups, and could potentially create more understanding between these two generations.Thus, we concluded that our objective would be to help bridg this gap between generations by getting the younger generation to teach the older generation how to use the new technology. The solution we came up with was ShowME, a mobile app that aimed at providing easier learning curve and less frustrating experience for older people by connecting them to technologically savvy individuals, through using screen sharing technology, showing them how to complete mobile phone tasks.

DAY 1: UNDERSTANDING long term GOALS, Mapping out the problem, and identifying the target

Defining Long Term Goal

  • Connect baby boomers with digital solutions and possibilities
  • Alleviate feelings of inferiority
  • Provide digital confidence to baby boomers

We generated possibilities for improving the baby boomers' digital litracy (in HMW forms) and then we voted on them.

EXPLORATORY INTERVIEWS


HMW connect new device users to savvy device users?


MARKET RESEARCH

Current Solutions

  • Jitterbug: separate mobile device simplified with high visibility
  • ‘Wiser’: an app that alters the interface of your mobile device
  • Honor, the ‘Uber of caregiving’ and Stitch, a companionship app for 65+, limit learning to single purpose
  • DigitalUnite: online training tool
  • Geekatoo Tech Support: ask the app so you don’t have to ask family


What’s Missing?

  • Personal touch
  • Access to help from family members without having to be with them in person
  • A tool that will work in combination with any digital task

EXPLORATORY INTERVIEWS

I'm probably not using my phone as effectively as I could. There is alot I don't know.
Dawn
I always ask my kids when I don't know something. They are usually too busy to help so I give up.
Barb
I prefer to sit down with someone and have them demonstrate it to me slowly and with patience.
John
I use my laptop everyday. I like sharing photos on Facebook with family and friends
ED


USER PERSONA

JOURNEY MAP

DAY 2: SKETCHING POSSIBLE SOLUTIONS

This involved using multiple ideation practices to narrow in on a visual concept for the eventual prototype. We worked together individually to develop and articulate our own ideas which would then be discussed and voted upon the following morning.

DAY 3: DECIDING WHICH SOLUTIONS TO PROTOTYPE

Deciding

The deciding process took place over a number of exercises that involved voting, discussing and critiquing, then voting again. We evaluated each sketch based on our goals and understanding of the challenge.

Ultimatly, we chose the most promising idea to solve the problem presented by the HMW question. Our chosen idea was using Screen Syncing Technology to show an older user how to complete mobile phone tasks and facilitate straightforward yet personal communication through the use of hotspots, drawing, typing, and voice calls.

Opportunities

  • Make it easier and more convenient for family to help with digital tasks
  • Make it easier to ask questions
  • Get help at any moment
  • Help Baby Boomers learn together and teach each other
  • Make asking for help enjoyable
  • Ease frustration and encourage continued learning

Technical Feasibility

Screen Sharing Technology

Vodafone Mobile App, allows separate users to communicate on a common screen.

iOS Assistive Touch

Since we wanted our users could access ShowMe app at any point of confusion, regardless of what app they are using, or what task they are trying to complete, we decided to develop a product that could be implemented into the iOS Assistive Touch, which allows users to access key controls at any moment. We designed with the assumption that iOS would adopt ShowMe for this function.

Story Boarding

We created a storyboard to discover the exact context in which the product will of use. In this storyboard the new user, Stella or Oma, being introduced to the product by her Grandson.

DAY 4: PROTOTYPING

Low FIDELITY Wireframes on paper

Hi FIDELITY wireframes




Asking Someone for Help




Personal Resposes




Starting a Lesson




Using Screen Share to Show You




Saving Lessons so You Only Have to Ask Once

RESPONSIVE MARKETING WEBSITE

For the design of the brand/website we opted to go big and basic in order to maximize digestibility for the target demographic. Simplicity and readability was the mantra of the entire week.

User Testing

We conducted ten user tests and summarized the findings immediately after each session, and by the end of the day we knew what was working, what wasn’t, and what we need to change.

Next Steps

  • Addressing and testing accessibility of colours, text size and language across app
  • Introduce a clear way to communicate the task you need help with
  • Provide real time feedback when your teacher is currently drawing
  • How can we allow a user to ask for help and teach friends?
  • How can we make the communication even more personal?

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Copyright © 2017 SEPIDEH FALLAHIAN