JENNIFER HOWELL HUGHES

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Girl Impact Map Rwanda - Feature Developement

The Girl Impact Map Rwanda High Fidelity Wireframe

My final project for the General Assembly UX Design Immersive course was for the Girl Impact Map Rwanda. The project was to implement the design of new account features.

Team

Jennifer Hughes, James Taylorson, Oliver Key

Duration

3 Weeks

Methods

Competitor Analysis, User Research, Information Architecture, Task Analysis, User Flows, Experience Mapping, Wireframing, Prototyping, Remote Usability Testing, UX Review

Tools

Pen and Paper, Omnigraffle, Sketch, InVision

The Brief


Girl Effect work towards enabling Rwanda’s 1.2 million adolescent girls to fulfill their potential. The Girl Impact Map Rwanda allows users to plot and layer behavioural and attitudinal data, programmes and resources, geographically.

The brief from the client was to develop a set of new features allowing users to create and account to save and retrieve maps and to conduct a UX Review of the current site. Tablet design was also to be considered.

During the final week of the project the client would be testing the prototype in Rwanda with current and potential users. Part of our brief was to prepare them for this testing.

Process


Discovery

With a tight timeline of two weeks to create the prototype for testing in Rwanda and a fairly specific user base we had to adapt our discovery and research phase.

By broadening recruitment and conducting a proto persona generation workshop with our client we were able to get an understanding of the users to start designing.

The designs would then be validated with users during week two of the project and through testing in Rwanda in week three.


User Research

We interviewed potential users based in NGOs in various locations and sectors who use data in their work. This research allowed us to develop a persona, Jo.

Jo gave us an understanding of the industry, working in different countries and the challenges faced using data in their work, all of which could help to guide our design.

Affinity Map of Research

Proto Persona Workshop

We ran a proto persona workshop with our clients. Using empathy mapping we created a proto persona, Dora, to guide our design phase prior to being able to interview current map users.

At this point we also adapted our plan for usability testing to combine generative and evaluative research during week two of the project.

Proto Persona Workshop

Feature Priortisation

Based on our brief to implement an account feature that allowed users to save and retrieve maps we held a Design Studio with our clients to develop ideas of how this might look for our personas. A number of ideas were generated in this session and we prioritised these into two releases.

Release 1  was implemented in our designs for this project and inluded

  • - Account functionality
  • - Annotate, save and retrieve maps
  • - Share and PDF Download of Map
  • - Recent maps and search saved maps

We also included in our prototype social login and sharing to gauge user feedback around the inclusion of social functions.


Sketching

User flows were developed for each of the key tasks to be completed by our users.

We then sketched up many different options for saving and retrieving maps. The Girl Impact Map is primarily a tool for users to layer and visualise data so we worked on integrating the functionality into the map page itself. From our sketching we created a paper prototype for a first round of usability testing.

Paper Prototype

Usability Testing

Usability testing was conducted with users both in person and remotely. The remote usability testing was technically challenging with bandwidth issues meaning that we had to be flexible in our approach. For these session we used a combination of InVision Liveshare, Skype and Quicktime.

Screenshot of remote usability testing

Iterating the Design

Our designs went through a number of iterations throughout the project. One major area of change was related to allowing users to add notes to their saved maps.

Map Notes Version 1

Version 1 - Tabbed Module.

Paper prototype testing showed that the findablity of certain functions within module tabs was low.

Map Notes Version 2

Version 2 - Open Module.

Testing showed that the location of the module beneath the map, in conjunction with the layout of the whole page meant it was not immediately apparent to the user.

Map Notes Version 3

Version 3 - Overlayed Module.

Testing results were positive with users understand and discovering functions quickly and easily.


Preparation for Testing in Rwanda

As part of the project we needed to prepare our clients to conduct usability testing in Rwanda. For this we created a detailed discussion guide containing scenarios, questions and expected outcomes. Additionally we provided a structured sheet for recording feedback and noting key insights. We delivered this with our prototype in a preparation session.


Presenting the Design

Our process, personas, competitor analysis and final designs were delivered to our client via Skype presentation and in a full design specification.

Final Presentation

UX Review

Part of the brief to us was to conduct a UX review of the current site. We did this using the Nielsen Usability Heuristics as our guide. The results were presented in a report for our client with a set of recommendations for improving the current user experience.


My Reflections

This was a fascinating project to work on. As a team we embraced the unique challenges of the project, and adapted our UX process as required throughout. The result was a complete high-fidelity prototype that allowed users to create an account, save annotate, retrieve and share maps and also download maps as a PDF.

Additionally, the process of preparing others for usability testing consolidated my own learning and demanded a higher level of detail in the discussion guide.

Conducting a UX Review using usability heuristics as a structured guide was a fantastic way to improve my critical analysis of sites from a UX perspective.