Contraverse is a cinematic virtual reality production and distribution company. As a UX researcher/designer intern, I conducted usability tests, prepared reports for each test including user-centric design recommendations, and mockups. Also, I conducted a workshop, created the user flow, and the internal workflow.
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"Contraverse produces original VR and 360 video content, branded experiences, and delivers content on all available VR and mobile devices through the Contraverse streaming platform. Contraverse sets up, manages and consults on VR cinema events and expos with a team of expert staff and high-quality virtual reality equipment." Josh Gonsalves
"Expo is a platform by Contraverse for seamlessly exhibiting 360 video content to large audiences with ease, including kiosk and synchronized VR cinema modes." Josh Gonsalves
Mostly, I conducted usability tests, delivered reports and user-centric design recommendations.
01. Expo app's Sign up/On-boarding process,
02. Upload Content process,
03. PIN Login process,
04. VR Headset, and Tablet App Setup
05. Offline Sync Setup pages/features
06. Conducted a workshop with the CEO to map out the internal workflow and user flow
Before the Expo app's release, it was crucial to conduct usability tests on the Sign up and Onboarding process for users. I conducted the test with 5 participants and used the Guerrilla Technique. I used Loom to record the participants input and follow their actions. The purpose of this test was to assess the usability of the onboarding/sign up process. Each session lasted 5-20 minutes. This is the first of many usability tests I conducted during my internship.
In general, all participants found the sign-up page straight forward, however the participants were confused on (grid, kiosk, ...) page. This problem occurred with every participant; therefore, it is necessary to report it.
The test identified a few problems including:
01. On the sign-up form, it was not clear that all sections must be filled.
02. The password section requires minimum of 8 characters without any cues for the participant. No visible feedback until users click on the CTA buttons.
03. The need help button on the right corner was not clear for the participants, they were confused until they pressed it
04. The participants were confused on (choose one of them “grid, kiosk, …”) page. The graphics were the same
The participants were selected randomly from the Design Lab at George Brown College. The guerrilla test technique was used. The participants were asked to do fill out a sign up/onboarding page.
All of the participants were able to fill out the form successfully. However, on Expo page 3 (Choose “Grid, Kiosk, All, …”) the participants were confused about what the graphics meant and what to choose. Moreover, the participants were unsure if the choice they made would affect the rest of the dashboard/story. Secondly, on the Expo Page 4, the participants found the video too long to watch it in the process of signing up.
The participants had problems with the Expo pages 3 and 4. All of the participants failed the tasks.
The form was not interactive. The user finishes the form and when the sign-up button is pressed the user gets either it is confirm/finished or the user made a mistake and needs to fix. For example, password section needs at least 8 characters but there is no indication for that even if that section is completed by a user. Therefore, the user does not know the section needs at least 8 characters.
For the next page, there are two of the same graphic that represents two different things. This causes confusion. Also, there is no explanation for the section.
The following recommendations will improve the user experience and asses the places where participants had issues or found it unclear.
After identifying the problems and giving my recommendations in my report, I humbly offered to design my recommendations as a guide. I personally enjoy UI design as much as UX. The Co-founder was quite happy for my offer and that gave me the green light.
I think, users should not have to think of a lot when they are interacting with digital products. For the form I wanted to make sure the user is getting feedback for the almost every action.
01. If the list is completed it turns green, if it is skipped turns red
02. Added the stars so that users would know the "must fill" parts
03. Added the eye icon and the required character number on my design, therefore users wouldn't get confused and be able to see the characters
04. For the VR mode selection I added the information boxes (different layout). This was a big issue when I conducted the test. The users wanted to know what these boxes meant
05. The participants were confused on (choose one of them “grid, kiosk, …”) page. The graphics were the same. Later the graphics were changed
06. When I was working on my recommendations report, my goal was to make sure these implementations would get done fast (meaning nothing fancy but user friendly) by the developer team.
After the design recommendations and UI mockup/guide the graphic design team and developers came up with the final design. The design was solving the problems of the page. Now, there is explanation for the each part and the graphics are different.
This was my first usability test of many for Contraverse. After this one I conducted more usability tests on Upload Content, PIN Login, Headset and Tablet Setup, Offline Sync Setup. I really value and like usability testing, because sometimes designers' eyes get used to the design and won't be able to see the user problems until it is tested by users
One of my tasks was to update the current user journey map. Therefore I decided to conduct a little workshop with a stakeholder. We scheduled a meeting and mapped the user flow first, and once we were on a "roll" we kept going and mapped the internal work flow as well. After our workshop I fleshed out both the user flow and the internal work flow.