One-stop destination for all your mobile notifications
Cubo (means hub in Spanish) is an app that saves time and frustration for Android mobile users. It removes the pain of dealing with and sorting through an overload of notifications with an intuitive user interface. My role was to find an unmet need, design a solution and test it.
NOTE - This prototype was made considering Android 6.0 (Marshmallow) in mind
I interviewed three people over the phone. I did this to learn about their habits around dealing with notifications in an entire day. Also, to learn how the time of the day during which they check their notifications influences that. I used the insights from the interview to identify breakdowns (shown below) i.e. design issues with the way notifications are rolled out right now.
I brainstormed specific opportunities for design innovation by considering the breakdowns from earlier interviews. I articulated them as user needs. These opportunities went on to serve as potential seeds for designs.
2.2 Point of View
I spent some time writing a point of view. I ensured that the problem/opportunity is a deep user need rather than a surface need.
2.3 Inspiration Board
I worked on making an inspiration board. It included verbal and design inspiration. I did this to learn from what’s out there and understand the existing landscape.
I had now understood the existing landscape. I leveraged it to come up with two design ideas that addressed the Point of View I had written before. To illustrate the design ideas I used a storyboard for each one.
I figured out my information architecture and functionality by sketching two paper prototypes. Each one instantiated a different storyboard.
I identified potential issues with the prototypes. I performed a Heuristic evaluation of my prototypes by using Nielsen’s Heuristics. I then distilled the evaluation into a list of concrete changes I wanted to make (not shown). Furthermore, I decided to work further on prototype 1 as I found it more useful than prototype 2. That's because it truly solved the problem of "notifications overload". It provided more control for a user over their notifications via filters. It also ensured that user could still access notifications later if they chose to do so. Prototype 2 provided no way to do this.
High-fidelity interactive prototype
I added more details to the prototype by designing the high-fidelity version of it using Adobe Illustrator. I needed to set up a navigational skeleton for usability testing. So, I made the prototype interactive using InVision.
Check out the first interactive prototype by clicking the button below!
I tested the usability of the prototype (especially its core functionality) to identify points for improvement. I developed a testing protocol. I then asked a couple of potential users of the app to test my prototype and observed them while using it. Later, I reflected on my findings from the usability study to come up with a list of potential changes.
Redesigning the prototype
I redesigned the prototype to resolve a couple of breakdowns I identified in the usability test. (Due to the inherent limitations of an interactive prototype, I could only incorporate these changes)
I subjected the original prototype and the redesigned prototype to a comparison test. I did this to check the effect of the manipulation made in the redesigned prototype. Also, to identify general potential revisions. I conducted an online A/B test with 4 participants over UserTesting.com.
Check out the final prototype by clicking the button below!