OVERVIEW

Our project attempts to address the problem of exchanging contact information in social and professional settings.
As part of this project, we worked to design two distinct methods of contact exchange.
  • Phone-Out-of-Pocket’ (POP) that would allow users to use their phones to exchange information in person with another individual they are currently speaking with, and
  • the new ‘Phone-In-Pocket’ (PIP) that would afford users the opportunity to exchange information after an interaction had occurred by collecting data from others around them into a list users could later use.

Key Concepts: Contextual Inquiry, Affinity Diagramming, User Stories, Lo-fi Prototyping, Think Aloud, Interactive Prototyping, Heurestic Evaluation, and Qualitative Research
Tools and Langauages: Framer Studio, JustInMind, Adobe Illustrator, Pixate, Marvel, Paper, Pencil, Scissors, Sticky Notes, Glue, Tape

DESIGN PROCESS

While the product aimed to overhaul a firmly-rooted status quo, the technological nature of our intervention brings in new possibilities in terms of richer media and connection to existing social accounts but also new issues in terms of user privacy and safety. Therefore, it was extremely important that the user-centered design process was followed meticulously and iteratively in order for the product to stand any chance of assimilation into the norm.

Final Prototype

The heuristic evaluation led to a few interesting results:

  • Users confused between PIP and POP mode
  • User prefered constrained set of options in accepting and sharing contacts vs being presented with a large set of options
  • Icons such as ‘Switching modes’ and ‘PIP Contacts’ were misinterpreted or confused
  • Uncertainty and diverse opinions in profile selection illustrated the need to have a consolidated prototype for testing
Given the feedback we had received during the heuristic evaluation of our interactive prototypes, we decided to focus on certain key elements and converge towards creating a more unified experience through our final prototype. We studied the iOS UI design guidelines during this phase to understand industry level practices in design and human computer interaction. At this step, we decided on a consistent and cohesive design to bring together the different flows of the prototype, which were earlier separated into different interactive prototypes. As part of the creation of this consistent design, the team focussed to work on creating a unique color palette and a framework template to be used across the entire prototype. This framework was kept as the base for all our screens to ensure a much more coherent experience for users and help navigate our further interaction design decisions.

To develop the functional prototype we narrowed down the set of tools we were exploring during earlier stages to a narrower set of tools that would afford us the fidelity, flexibility and latitude in designing a prototype that would allow the user to experience the app fully. The team used Adobe Illustrator for creating layouts and designs including drawing a fresh set of icons. Once the designs and illustrations were created we used Framer Studio, an IDE for Framer.js for converting the designs and illustrations into a functional and interactive prototype.