Usability Evaluation

Header image showing a phone mockup of an application’s login screen

Discover usability issues with a social-networking app prior to product launch

 

📌 PROJECT SCOPE

  • Client: POP, a local startup

  • Timeframe: 12 weeks

  • My Role: UX Researcher

  • Team: Mia Eltiste, Metinee Ding, Ayu Larasati, Janani Ravikumar

  • Methods: Usability Testing, Prototyping, Heuristic Evaluation, Competitive Analysis, Subject-Matter-Expert Interview

  • Tools: Figma, Miro, Airtable, Zoom

Project Overview

 

🚀 CLIENT KICKOFF

The POP app facilitates friendships based on shared interests for University students. POP’s long-term goal was to improve the mental health of university students by providing meaningful social connections.

🔎 OBJECTIVES

  • Understand the pain points of students and their social network at college

  • Assess the usability and user experience of the POP app

  • Prioritize recommendations so POP can address users’ deepest pain points

✏️ NOTES

Student project conducted in grad school.

At the time of our assessment, POP had a working prototype in Figma where we conducted our heuristic evaluation as a team. Shortly after, POP released their app on TestFlight and has since launched at the University of Texas at Austin.

Methodology

  • Heuristic Evaluation

  • Competitive Analysis

  • User Interviews

  • Affinity Diagram

  • Data Analysis

 

📋 Heuristic Evaluation

The founder already designed out all their screens and had a working prototype in Figma. Our team started with a Heuristic Evaluation so we could hand off some things to work on while the rest of the project progressed.

 

We evaluated two different “sections” of POP’s app:

  1. The onboarding process that every user will go through one time to create their account

  2. The matchmaking and chatting process that users will go through repeatedly as they interact with the app

Our team went through the prototype together and took notes using Airtable so we could tag notes by the possible 10 heuristics violated and mark the level of severity.

 

One other team member and I documented all the findings into one slide deck. We included the relevant screen, what heuristic(s) it violated, the severity of the issue, and our team’s recommended changes.

The full deck can be viewed here.

 
 

Heuristic evaluation findings

The most heuristic violations were:

  • Visibility of system status (29 issues)

  • Consistency and standards (18 issues)

  • User control and freedom (18 issues).

 

 🏅 Competitive Analysis

Our team looked at typical matchmaking apps like Bumble. At the time of the study, they were the only dating app offering platonic connections. We compared POP, Bumble, Meetup, Friender, Nextdoor, and Meet my dog.

 
 

Competitive analysis findings

The competitive analysis showed POP had a unique proposition but a very similar idea was previously tried and saw limited success. We recommended research on the desirability of the app and assessing product-market fit should be major priorities.

 

👥 User Interviews

 
 

Methodology

  • Screener - We selected a diverse group of students that varied in their age (college freshmen-seniors), their residency (in & out - of state, international students), and transfer students.

  • Remote Moderation - This project was started in January 2020 and so our team had to move our interviews to be conducted online using Zoom.

The Process

  • We chose six tasks for users to do during the usability test

  • Since we were a team of four, we all covered four sessions, two moderating and two sessions of note-taking

  • We created an interview script, a deck for users to reference tasks and likert scale choices, and a codebook for the notetaker

 

🗂️ Affinity Diagram

 

The Process

  • We grouped things by which task/screen it was associated with. I made sure each sticky referenced the task and participant id before importing them to miro

  • Within each task, we grouped things by their impact: positive, negative, and neutral.

  • After discovering themes across multiple interviews, we worked together to synthesize the data and agreed on insights. From these insights, we created our first suggestions that would later become more polished recommendations for the POP team.

 

📊 Data Analysis

 

The Findings

  • POP was a fairly usable app since it was pretty similar to matchmaking apps. Since POP’s target user was young university students, most were pretty advanced tech users.

  • Users struggled most with new features that were different from other matchmaking app conventions.

  • Usability and user interface issues were minor inconveniences for users. Users struggled with the purpose of the app.

 

💭 Reflection

Industry Takeaways

POP was a fairly usable app so our recommendations to improve the UI/UX felt nonessential. The problems we discovered during our user interviews were rooted in problems with the desirability of the app and not understanding users’ real pain points.

This project demonstrated the limitations of evaluative research when generative research was not done to assess the initial product-market fit.

 

Personal Takeaways

Coming from a startup background, I recognized some problems with POP’s app that are traditionally outside of a UX researcher’s scope, like appropriate revenue streams.

Previous
Previous

Wayfinder Product Development