Immensely fast paced project. Has to deliver consistently every week without drop in quality.
All possible angles as to how the problem can be approached have been tried and tested.
The final deliverable consisted of 87 designs, each of which caters to various experiences.
We have this back of the napkin idea and want to see if it can be build out into a product with an awesome consumer experience.
“We come from a non-web/non-mobile background. Our experience is primarily in in large systems and software.In the business we are in – all that matters to our customers is the experience on their mobile devices. They really don’t care about what is behind the scenes or how the kitchen works – the end UX is the litmus-test.”
” We put in a stringent schedule and set of milestones – all detailed and thoroughly managed. We are extremely pleased with the results of the work done by UXReactor. They are extremely talented and creative – and can turn around things rapidly. The communication channels were clear.I personally now have a deeper appreciation for design and look for nuances, elegance and beauty in Mobile Applications every time. “
For a project with such a short time frame, Planning is an integral part. We had to work quickly without compromising on the quality. We started working out the approach we should ideally take and then calculated how long we would need to work on it. We divided the entire project into 3 phases and treated each Phase as an entity on their own. All deadlines/reviews both internally and with the client were documented before in the Design Brief. Work commenced after the client has approved the proposed deadlines.
90 days did not give us the liberty for a lot of client interviews and research, so we conducted an elaborate comparative research to get a sense of people’s feelings around OttoQ’s proposed concept. This work gave us a surprising amount of valuable input in just a few days.
Once the preliminary research was done, we had a faint idea as to what the expected outcome and how we should approach it. As part of our process, we put together a set of Design Problems and principles which we refer to during the entire project. Once these problems were identified, all our designs were expected to be solutions to the identified problems.
To reach to this stage, our team and OttoQ hashed out all possible scenarios and user stories and the best way to approach them. And, after a war with sticky notes we finally prioritized the work and uncovered what was most important.
SKETCH SKETCH AND SKETCH
We at UXR believe that the best out of the best only comes out when you get your hands dirty. So we took out our pens and pencils and started sketching. The beauty of sketches is that they are temporary and messy. As a result, nothing seems sacred. We would jump on whiteboards and draw new ideas, scratch out others.
As ideas began to solidify, we started working on wireframes. OttoQ, being such a great team interacted with us on a regular basis and together we put together some amazing designs.
Since we sketched out how our identified personas may approach and use the application, we had already built a solid foundation for our information architecture and wireframing process. Static wireframes based on logical IA for different user pathways laid the foundation for OttoQ’s new platform. For each key user flow, we’d build out a little piece, analyse the best and worst paths users would potentially take and then built out contingencies if required. With this approach, we wireframed all experiences a user might potentially go through.
THE VISUAL PART
The journey to visuals was very smooth and hurdle free. OttoQ gave us the liberty to set the mood of the product. Since the two major moods we were fighting against were Anxiety and Frustration, Blue was our choice of colour to instill calmness in the user. An entire Visual philosophy was curated and followed.
ITERATE ON A RECIPE TO SUCCESS
For OttoQ, the iteration started right at the workflow level. This was essentially a simple product with a lot of subtle unforeseen complexities. These complexities would pop out invariably during multiple stages of the project. Since we were working remote, wireframes functioned as a sounding board for the project – allowing us to discuss concepts and quickly make revisions when needed. By keeping the wireframes simple, we were able to focus on the overall goal of each screen.
165 Angles Explored. 87 Designs Delivered.
From a back to the napkin idea, UXR worked with OttoQ to build an easy to use consumer application. With the prototype we built, OttoQ did several successful client demos which helped them engage in more conversations with other potential clients. They are now in the process of engineering the designs we delivered.
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