Neo Turn your home smarter ROLES Team lead, UX / UI / IxD Designer PLATFORM Mobile / iOS Overview INTRO Belkin is working on a project to conceptualize a new future product that utilize sensors places throughout the home, at utility input points (water, electric, and natural gas) and in trash receptacles in order to measure energy and resource usage, as well as to monitor energy loss and garbage taken out of the home. CHALLENGES How to allow users to get real-time information about usage and waste output in the home in order to empower them save energy and cut back waste. GOALS Neo will focus exclusively on the iOS for this new system so that users can have real-time information on energy and resources going into the phone, as well waste going out, to empower the user to make smarter choices. ROLES Team lead, UX / UI / IxD Designer PLATFORM Mobile / iOS DELIVERABLES User Research, Surveys, Competitor Analysis, User Flow, User Testing, Sketches, Wireframes, Animated Prototype. TOOLS Whiteboard, Pen and Paper, Photoshop, Illustrator, Gliffy, Axure, Principle Value Proposition And Research SURVEYS I sent out surveys to a group of people which were strategically planned and structured in the best way possible in order to receive the most accurate data. We started to ask questions who are the users we are targeting, which features would be useful to them, what goals do they need to accomplish and what are the user’s needs and desires. Key Insights User Interviews To further determine and discover if a problem really existed. Process All interviews were conducted informally. I worked off the survey questions and took notes moments after it had ended. User Persona After interviewing users on utility consumption awareness, usage patterns and their outlook on the need for near future solutions we identified a target user persona. She is conscious of the need to make a shift in how her family uses home utilities and wants to make a positive difference. Scenario Sally and her husband are out of town on business and have left their 15-year-old son to mind the home in their absence. Whenever she has a break in her work schedule, she uses Neo app on her smartphone to make sure that everything at home is in order, and if necessary, to power off any of the home’s unattended lights or appliances. Competitor Analysis The analysis helped me to come up with different features to add and change to the existing site. Minimal Viable Product Key Product Features Based on the User Research and analysis the following features are considered priority. Design Strategy – The app must be friendly and welcoming – It must also be clean and easy to navigate – Must be fun & easy going whilst still ensuring the information is delivered clearly – Being trustworthy is a key for it to work – Safe and secure service – The use of clever iconography is a must – A clean typeface must be used Setting specific user goals and questions helps to define the key tasks & explore the logic of the app. Sketches And Design Studio The aim was to check ease of use and whether the customer’s expectations of the product was met. Lo-Fi Wireframes I created the Lo-Fi wireframes and conducted user testing with the several potential customers. The purpose of the user testing was to determine whether it was feasible to move forward with the Hi-Fi wireframes with what we had in our minds. Branding Personality FRESH, FUNCTIONAL, HELPFUL Design Revolution After the several rounds of user testing on the lo-fi wireframes I created the hi-fi mockups of the app. Science of Behavior The Fogg Behavior Model states 3 key elements must converge at the same moment for a behavior to occur. Motivation + Ability + Trigger In order to bring about a meaningful shift in our utility consumption behavior, creating a solution that effectively merges these key elements in a way that engages people in a positive manner became the primary target. The Hooked Model The Hook connects your solution to the user’s problem with enough frequency to form a habit. The Hook framework has four components: Trigger, Action, Variable Reward, and Investment. – Habits increase customer lifetime value. – Habits provide greater pricing flexibility. – Habits supercharge growth. “Hooked” users don’t churn. – Habits improve a business’s defensibility. It’s hard to get someone to stop using a product that they use without thinking. ANIMATIONS Adding animations can push an app from the realm of being usable to begin delightful. Since the product didn’t provide the immersive experience, we thought our UI can benefit from adding clever transitions from one screen to another, to let the user know something is happening in background, without influencing the user experience. PROTOTYPE Built in Principle for Mac User Test Take Aways • Simple and clean visual design with a playful experience. • Were confused by the icons which was meant to represent the utilities. • Was confused with the navigation. Iterate • Changed color of icon and added text. • Changed navigation layout to make it clearer. Results The iOS app is currently still in the development, so we don’t have any metrics that indicate if our design process was successful or not. Once the app is available on the market we can validate the design, make the usability test, iterate and say that the project was successful. But what I can tell is that we learned a lot about our users and through the design process we always tried to test our decisions. The biggest feedback that could mean the process was successful is through the prototyping and usability testing. We performed observations through SUS. We asked them to score the questionnaire from one to five that range from Strongly Agree to Strongly disagree, where the result were about the average. We also run interview with users and ask them to perform specific tasks, where the result was 70% success rate.