While working at Bose, I was able to work closely with the product on several user-centered design studies. One was recently released under an Indiegogo campaign. For usability testing with Bose, I completed notetaking and data collection and assisted with data analysis, synthesis and report-outs to stakeholders.
For Bose Sleep Buds, I completed notetaking for a moderated user testing study for the unboxing experience and onboarding process for the new product and app. Using Noldus software and lab equipment, I collected data for later analysis.
o Test planning
o User testing on a new product app
o Note taking
As part of a moderated comparative analysis study involving eight headphone products, I completed data collection, synthesis, and presentation design before reporting to stakeholders.
o Test planning
o User testing of 18 participants, 8 products
o Note taking
I assisted with generative and exploratory research for concepts. Working in the front-end was fuzzy but no less regimented, with project tasks including but not limited to:
o Screener creation
o Concept planning
o Prototype testing
o Observation and note taking
o Data collection
o Diary synthesis
o Worksheet tabulation
o Video editing
As part of this project I created a screener to recruit participants for field research, and assisted in prototype planning and concept evaluation. During prototype testing, the team refined concepts and tested aspects of resonance with participants through moderators. While in the field, I collected data and also conducted interviews. At the end of the project I reviewed field participants diary entries and found themes under an analysis framework to present to stakeholders.
Alchemie Mobile Animator: Needs-finding and Research
I worked with a small team on the gamefied mobile animation tool from Alchemie. Alchemie is a startup offering smartphone apps dedicated to learning organic chemistry concepts. The Animator makes use of a touchscreen for creating stop-motion animations of chemical reactions frame by frame. The app allows users to build reactions simple to complex
My work: My team and I worked on recommendations towards the known UX issues and uncovered additional pain points through a series of needs-finding practices.
Methods: information architecture, comparative analysis, stakeholder interviews, user surveys, heuristic evaluation, wireframing, usability observation and testing.
Process: My team and I rotated ownership over each method, culminating in a report on each and a final video documenting the peak findings.
Challenges: Speaking with users and stakeholders in order to find the best ways to study organic chemistry revealed that the subject is highly conceptual. “Thinking in 3D” is an aspect of the often complex organic chemical reactions, and this was under the constraint of a 2D screen.
Recommendations: Add to robustness of the current offering with “smart” molecules, make the icons consistent, improve save and loading template screen, and create a tutorial on frame-by-frame animation creation for first-time users.
Iconography which is misleading and nonstandard.
Suggestions for more recognizable iconography.
Part of our recommendations included the making of a tutorial. Several users during testing did not feel that the side menu and atom creation pop-up were intuitive enough without one. A short tutorial would ease the experience of first-time users and could clearly inform them of the functions of the app.
Social Screen: Interaction Design
At the sketching stage of this project, I played around with various vehicles for interacting with a physical piece of technology, including using Twitter hashtags, remote posting phrases, and direct affordances.
In this stage, I imagined several scenarios in which potential users would need this system. Though these are limited to group-living situations, the system could extend to office building scenarios.
I wanted the screen to have both video and camera capabilities. In my mind the user would be able to access this media from an archive that would always be available.
I completed A/B versions of my prototype with a small community I had access to - the apartment building in which I live.
After completing some user testing and receiving feedback the first week, I removed some buttons and enlarged the drawing area of the screen.
Due to the device being somewhat different than your traditional smartphone or tablet, I completed my Digital Prototype using Keynote. I made the animated writing with Adobe After Effects.
Smartwatch Event Finder: Design
This micro usability challenge was week 13 of Dribbble's Weekly UI Challenge hosted by Mario Sestak. The concept was a three-step process of finding an event, buying tickets, and getting directions - all from a smartwatch.
I began my process by researching direction apps and event interfaces for the Apple Watch.
Then I completing hand-drawings of several ideas.
Finally I settled on my proposed solution and completed my design in Sketch.
I began my process by researching direction apps and event interfaces for the Apple Watch. I decided I wanted an interface that was simple and easy-to-use with large enough thumb targets on the 42 mm screen and completed hand-drawings of several ideas.
Digital prototype with screens given a more finished look in Photoshop and interactivity added with Invision.
University of Michigan Health System: Consulting
SI 501 - Contextual Inquiry
Professor Kentaro Toyama
Team Compass - Nisha Mohan, Ping-Jui Ko, Thomas Pu, Dahee Lee, Vanessa Rychlinski
My team and I were given the task of improving pharmacist-patient communication at Taubman Pharmacy at the main hospital of the University of Michigan Health System (UMHS) in Ann Arbor.
Serving as team lead, I kept up client communication and pushed for distillation of findings while creating spaces to find key inputs and feedback from each member of the team. Compass completed research and conducted interviews before distilling findings over a three-month period culminating in recommendations and a presentation to the client.
Upon meeting with the client, Compass learned that many patients do not use pharmacy consultations for directions or questions about their medications. Each member of the team completed research covering the University of Michigan Hospital System, patient outreach, and the patient-pharmacist relationship.
From there Compass began with a set of questions to answer. Simultaneously the team identified roles within the hospital pharmacy environment that could source the necessary information. Each role was then assigned a set of protocol questions.
Guided by Karen Holtzblatt's Rapid Contextual Design, Compass created a protocol based on subjects of inquiry related to the project scope. Sets of questions were tailored for each user persona while fitting overarching themes.
Interviews of each role were completed, followed by meetings to determine important points, make notes, and make progress on potential recommendations.
One of the problems Compass identified was the lack of interconnectivity between systems used in the hospital. While physicians and nurses use the EPIC hospital record system for patient insurance and medications, the pharmacy was receiving this information and transmitting it over to separate pharmacy management software called QS/1. Any necessary changes that already take time - such as a switch to generic medication or finding a substitute for a product no longer on the market - cause significant slowdowns in filling prescriptions.
Another recommendation measures patient satisfaction via an optional survey designed to easily capture feedback. Compass's survey employs a mix of open-ended questions, scaled questions, and dichotomous questions regarding the patient experience in order to capture a variance of information as well as allowing for multiple access points for a different users.
The Anatomage Table is a fully-functional, full-size interactive touch screen mimicking the experience of a real-life practical working with a cadaver in a lab. The system affords physical interactivity with moving and turning the 3D .stl file image. The table is capable of presenting various human biological systems separately, in preset groupings, or according to the user's choosing; it also presents the functionalities of "cutting" the image and setting virtual pins in various organs or other areas. Indeed, most of the table's functionality relies exclusively on the affordance of touch.
In sum, the responsiveness of the table creates good feedback for the user at a minimum of effort, even in cases where one may not be trained on all the system's capabilities. Anatomage also serves as an effective example of stages in the gulfs of execution and evaluation.