© 2018 Designed by PIYUSH CHAUHAN

 

Project Overview

A mobile application that helps to interact with a smart TV

 
 
 
Project Type:          Group
My Role:                  User Experience Designer
Project Duration:    3 Months
Platform:       Mobile Application
Tools:             Photoshop, Invision, Ilustrator
Project for:    Course- Information & Interaction

Problem

 

As the internet quickly creeps into our homes, televisions have moved from devices that strictly display scheduled shows and movies to devices that can run apps and control music.  Because of this, remotes are inherently technical in nature. Users now have to understand whether they’re communicating with the cable box, the television itself, or the audio emitting from potentially external speakers.  Our team aimed to re-imagine the television universal remote pair in order to make the experience less cognitively taxing, such that getting to their favorite show, or accessing an app is seamless, and conceptually makes sense.

Goal

The team heavily considered a prototypical remote experience through a mobile app (for both iOS and Android devices), as we feel giving anyone the ability to have access to the television through a mobile app is invaluable, and doesn’t require any unnecessary peripheral responsibilities (the remote).  We feel that addressing the remote’s information architecture is important, and really want to abstract away the technical pieces of the “viewing experience” such that consuming shows/movies doesn’t require any thinking past “what should I watch now?”

Target Audience and Stake Holders

The team plans to target both homeowners and families for this re-imagined experience, as we believe this audience will reap the largest benefits from an improved television experience.  Our target users range from ages < 10 to 60+, and because of this wide age range, it’s important that the team observes a large proportion of users in each age bracket such that the experience is intuitive for each age group – however this is obviously easier said than done, and is why the team is excited for the challenge.  When it comes to stakeholders, this experience not only affects television consumers but most likely also the providers of cable television.  Looking into the future a bit, it’s likely that cable providers (ex: Time Warner) would be heavily invested in this sort of idea, provided that it encourages consumption of their content.  In addition, content services such as Netflix and Hulu, as well as many third-party app developers would also be influenced by this re-designed experience.

Process

 
1) Contextual Inquiry

Interviews are conducted in the user’s actual workplace. We watched users do their own work tasks and discusses any artifacts they generate or use with them. In addition, we gathered detailed re-tellings of specific past events when they are relevant to the project focus. The interview alternated between observing the user as they work and discussing what the user did and why. We shared their explanation and insights with the user while taking the interview.

2) Affinity Diagram

After interviewing and observing a number of participants, the team was able to funnel its focus of design tenets for the smart tv experience. 

 

 

Typing on remotes, remote interface structure, abstracting physical peripherals, tv to device interaction, means of communication with the tv, and finally, smart-tv interface interactions.

3) Personas and Scenarios

We built user personas from qualitative and some quantitative user research based on the analytics and brainstorming we performed after the contextual inquiry phase. Each team member presented one scenario. I have presented a scenario of a woman aged 40 years.

4) LoFi Prototype
5) Interaction
6) Final Screens

The Prototype we have created is a draft version of our app that can take us as close as possible to a good representation of the app and it's user interface before any coding has begun. This will allow us to explore and experiment with ideas as well as check functionality and usability before any development. With the use of this prototype, the intention behind different features will become clear, and team members will be able to see how the overall design will work together and repair any inconsistencies or errors.

Play with Prototype
 

For more information on this project, contact me!

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