In a team setting, the task faced was to design a new feature for an existing brand to meet a business goal and user needs. The platform to design for was Twitch. Twitch is an interactive live streaming platform for content that started in gaming but has since evolved. The team and I came up with a feature to improve the social aspects of watching live streams as well as increasing engagement with the platform to cut out competitors.
With the existing app, an audit was conducted on the existing functionalities within Twitch's mobile platform and data was collected from target users to find out what feature was needed. Once the need was identified, it was incorporated into Twitch's platform.
At this beginning of the discovery and research, it was important to understand user insights. A survey was sent out to target users to see what their experience has been when using Twitch as a viewer. Some key trends were identified through affinity mapping:
With the initial research, it was essential to do a competitive and comparative analysis of the top platforms available in the marketplace as well indirect competitors.
Knowing that Twitch had an expressed lack in user engagement from users, there was a focus on the platform users reported using to fill this gap- Discord. Knowing what Discord was offering to users was key to understanding what Twitch could be adding or doing better.
From the user data, a persona was created to represent the target user. A persona is an archetypical user who represents the needs of the group as a whole. Throughout the design process, the persona aligned the team on Izzy's core needs and helped us empathize with them on a deeper level. From this persona, it was concluded that the new feature should give Izzy a safe space to watch steams with her friends- private rooms.
See full personaTo define the problems users face, we decided we needed to come up with some "How Might We" questions. "How might we" questions are designed to keep the focus on the right problems to solve as well as come up with creative solutions.
Once the "How might we" questions were established, a singular problem statement was created and applied to our persona:
"Izzy needs a private space to interact with her friend community on Twitch so she can be more engaged- no longer feeling the need to use outside platforms to enjoy her experience."
Before even sketching, it was important to know how a user may step through a task, or user flow. By first understanding, the steps a user takes, the better we understand how we can optimize those experiences. A few different flows were iterated on, but in the end, one flow was selected. In the flow below, it prioritized an existing user who creates and names a private chat room to watch a stream with friends.
See full user flowTo speed along the ideation process, our team decided to have a design studio session- a time in which we all simply sketched out ways to bring the flow to life. From that design studio, it was decided which aspects of each design best addressed our problem statement and then converged on our ideas to finalize a sketch for each frame. With this feature, the focus was placed on privacy, audio capabilities as well as room customization. These sketches were then digitized into Figma.
See digitized sketchesOnce the sketches were digitized, they were prototyped for user testing. User testing is a time when the product gets in front of real target users as they complete a specified task. As they interact with the app, observations of their behaviors, reactions, and feelings toward the prototype were noted. The number of errors was also recorded. For this usability test, users were tasked to create a private chat room, invite some friends and rename it.
Try the prototypeFrom the user testing, these key findings were discovered:
From the data, it was decided that these design changes needed to be made:
In the second round of user testing, users were given the same task, to create a private chat room, invite some friends and rename it. Again, observations on user behaviors, reactions, and feelings were noted. The number of errors was also compared from this prototype compared to the last.
Try the prototypeFrom the user testing, these key findings were discovered:
From the data, it was decided that these design changes needed to be made:
Based on user feedback and thinking of ways to improve, these are some next steps: