Objective  Objective

Headphones are now used while working out, gaming, walking, or just lounging around. However, choosing a pair of suitable headphones is exhausting.

Namaslay helps headphone users to quickly get recommendation of the headphone they need & want and decrease the time they were looking for the ideal one in a physical store.

MyRole  My Role

I participated throughout the research process of contextual inquiry, interviews and survey. I took charge of the contextual inquiry, affinity diagram, and skeching journey maps and personas by collecting the findings. I also came up with two main design ideas which ended up as our final solution. Besides, I created Lo-fi design via Balsamiq and Hi-fi designs via Sketch.

Duration  Time&Team

NamaSlay was done between September to December of 2017 with my awesome teammates: Dillon, Ben, Akhil, Darren and Sally


Approach  Approach

The team started with two kinds of online websites (with all brands and one specific brand) for headphones information. Then we conducted in-person observations and semi-structured interviews to have participants show/tell us how they shopped so that we may understand their purchase behaviors better.

Then we distributed a survey and did contextual inquiries to identify problems that they face during purchasing in a physical store. Based on the data gathered, we did affinity diagram to categorize collected data. We used findings from the affinity diagram to develop user journey maps and personas.

These processes helped us understand our users better so that we identified user requirements in their headphone-purchasing experience. Then we organized divergent brainstorming design sessions with divergent design ideas.

The ideas were presented to our class peers for feedback and evaluation by wireframes. After multiple iterations, we came up with a kiosk called Nama-slay.


Process  Process

EMPATHIZE

Competitive Analysis  Competitive Analysis


                Barnes & Noble


At the Barnes and Noble, there were two separate locations within the electronics section where headphones were displayed.

One location had colorful packages of various brands of earbuds such as Skullcandy and Gumy.

The other section was a small counter where speakers and headphones were set up for the purpose of letting customers to try them on. There were no prices listed in this section.


                Apple store

In Apple Store, it's mostly Beats headphones throughout the store, possibly due to their branding strategies, and their deal of offering a pair of Beats with the purchase of a Macbook.

They had locations where you could listen to various sets of beats, as well as a place to hook your phone with them. Other brands offered were i.am+, Pioneer, Freedom, and Bose, often higher up on the shelves, but the Beats headphones were always at eye level.


    Target

    Best Buy

Survey  Survey


Survey  Interview

Survey  Contextual Inquiry


Define

Survey  Affinity Diagram

1. I want to make an informed decision

  • I want to try the physical touch before making decision
  • I want to try the audio quality before making decision
  • I want more information provided in a store
  • I need more online information

2. I am looking for specific features

  • I want noise cancelling
  • I want to test my own music in a store
  • I only want to check several types of headphones I intend to buy

3. I have preference of certain price range for headphones

  • I have a prior budget
  • I want to save as much as I can

4. I am an experienced headphone user

  • I think I know a lot about headphone
  • I found some information provided are not necessary

5. Miscellaneous

  • I'm willing to pay more for more features
  • I think the security gets in my way of seeing information
  • I go to a physical store because of geographic advantage
  • I have different headphones for different uses




UserRequirement  User Requirement

Instead of trying to solve every problem, we decided to put more efforts in solving the most important and urgent ones.

UserRequirement

It turned out that 3 of them are the most important and have been waitting to be solved urgently: 1. Buyers come to the store with specific requirements and want their headphones to meet the requirments 2. People love to see what previous customers think about it, a.k.a customer reviews and 3. People, epecially the young who explore a lot & without high affordability, want to pay the lowest price.

As far as 4. People trying out headphones can help them to make the decision, we are informed that display of try-out racks are handled by the vendors themselves after communicating with managers in BestBuy and Barnes & Noble, rather than the physical store. So considering the feasibility, we compromised to a navigation part to guide people to try-out racks instead of changing the try-out rack itself.

personas  Personas

In order to focus more on specific user groups while identifying problems and designing solutions, we attempted to use 3 personas by synthesizing data collected about people from surveys and interviews.

Persona1

Persona2

Persona3

Journey map  Journey maps

Journey maps eanble us to think from users' perspectives by taking note of their feelings and actions along their purchase experiece.

GamerStoryboard

BusinessmanStoryboard

GymgoerStoryboard


Ideate

brainstorming  Brainstorming


User Evaluation  User evaluation

In this step, we showed all of three different sketches and working flow to users, during when they were asked how they think the sketched idea works. In order to avoid order-bias during the study, We had

A: Kiosk   B: LED   and C: Personal assistant
We switched the order of presentation between ABC, CAB, BCA, etc for various users.


We started with a quick introduction for the participants, explaining that they were looking at concepts for various systems that may improve the headphone shopping experience. We made sure to inform them that any comments, even negative ones, would be useful for improving and refining these designs.



Prototype

information Architecture  Information Architure


Information Architecture

Lo-Fi  Lo-Fi wireframe

Cognitive Walkthrough  Cognitive Walkthrough

We printed the above Lo-Fi wireframes out and showed them to 3 experts. Before every page, we asked them what they think should appear; when they browsed the page, they were invited to think aloud to tell us what their thoughts about the page.

Along the process we were observing their facial expressions and taking notes of their feedbacks.

Details  Hi-Fidelity Prototype details

Hi-Fi  Hi-Fi prototype


Then I began to polish our Hi-Fi prototype in Sketch.

Test

UsabilityTest  Usability test

We presented the Hi-Fi prorotype to 9 people, 3 experts for heuristic evaluation, 6 headphone buyers for usability test. For the usability tests, we went to Georgia Tech Barnes & Noble to help users to be immersed more in the shopping environment.

Iterative Design  Iterative Design

Based on feedbacks from heuristic evaluation and usability test, we began to iterate our design.

Instock

Comparison

CompareChosen

FindInStore

My awesome team