Redesign To Create Interactive Virtual Concert Experience To

ENJOY MUSIC | escape loneliness | build community

CONTEXT

This is a redesign work for Anifie, an interactive virtual concert mobile app. Anifie aims to provide a fan-supported ecosystem that offers the opportunity for listening live music and building friendship. The scope of this project covered User Research, applying new UI to change the overall look of the existing pages and our newly added features and routes.
DURATION
4 Weeks, Nov. 2020
MY ROLE
UI/UX Researcher & Designer

Grouped with 2 other UX designers, Special thanks to Sarah and Shouvick
TOOL
Miro logo
1. OVERVIEW
Anifie provides interactive virtual concert experience to users primarily aged between 18 to 29 years old, who are searching for a sense of belonging and escape from the struggles of their everyday lives and loneliness, and looking for a safe place to pursue their passion for music and build friendship.

Besides watching concerts online, Anifie aims to create a more immersive virtual concert experience that allows users to customize their avatars, chat privately with friends, discuss and share stories with other users in social feeds(community) and supporting artists by volunteering for the concerts.
The Problem
After the stakeholder interview, we figured that the problem was the user doesn't feel the sense of belonging in the app, which caused by the original design style and the lack of effective methods to access the visionary features. With the massive features combined, designing a universally easy-to-use product that wouldn't add the burden of making users get lost in the comprehensive services was the biggest challenge.

The Solution
By applying a new set of UI style to make the overall look approachable for the target audiences while adding Customize Avatar, Chat, Shop and Community features to provide effective methods for users building friendships using personalized identity.

With the limited time being a constraint, we adopted a design sprint approach to make sure ambiguity in massive duties were validated.
The Goal
Redesign the iOS mobile app with 4 main considerations:

1. Increase login rate by redesign the onboarding process
2. Create a novel interaction to invite friends to the experience
3. Implement the business model of selling concert tickets and avatar accessories
4. Engage users to support the community by signing up for volunteering opportunity
The Constraints
Limited Time: we only have 4 weeks to conduct the redesign

Various Missions: redesign multiple interactive features, including: (i) Concert (ii) Community (iii) Avatar Customization (iv) Volunteering (v) Story Sharing

Building a clear structure and creating routes to utilize designed features
2. DISCOVERY

To better understand the users, we create a Persona and User Journey Map based on the research information provided by the stakeholder. Meanwhile, to align our ideas and vision for the APP, we also generated a Moodboard.

FINDINGS

After conducting Persona and User Journey Map, we align our understanding for primary users: young girls in their 20s, who would like to search for a sense of belonging and build friendship through music, live concerts and mutual loving artists.

In addition, we figured their way of interacting with our app could contain 5 main components: concert, community (share story and volunteering opportunities), avatar customization (shop and exchange appearance), private chat and account management.

Therefore, we'd like to continue our define process and pursue a more modern and simple look for the overall UI.

Moodboard

Moodboard generated ideas for typography, iconography, color palette and layouts or different screens.
There were mixed of typefaces used across the website and app. Therefore, we'd like to unify a font that matches with their logo and also carries a soft and curvy feeling. Based on that mutual agreement, we then picked the font BALOO.

Typography:

Iconography

Stay with the curvy feeling, with the target users being young female, we'd like to pick up engaging and seamless UI experience. Therefore, for the icons, we stayed with narrow curvy lines.

Color Palette

Stakeholder wanted to remain a dark mode background, therefore we created this color palette to balance the total vibe of the app to fit more into pop culture.

Layout

Including: Onboarding, Community, Concert/Virtual Experience, Share/Invite Friends, Avatar Customization.
3. Design

Get inspired by the Moodboard, we quickly came up to a mutual agreement with the UI style. To seal our idea, my teammate Sarah pulled up a Style Guide to make sure the consistency across all screens for our later collaborative work on the screens.

Style Guide

Click to check details

While my teammate working on the Style Guide, I decided to create a Site Map and do some Sketch. To build in all the features and ensure the Information Architecture makes sense to the users, which also helps us to visualize the structure of the app and keeps us working on the right track during the whole design process.

Wireframe

Click to check more wireframes in details

NEXT STEP

To concentrate on the User-centred design process, we decided to implement usability testing in the early stage, to let users' feedback guide us through the design process. While the limited time is one of our constraints, we split the interviews and created Usability Discussion Guide and Testing Plan to unify our interview protocol.

4. VALIDATION

Lofi Usability Testing

Test Objective

1. Evaluate whether users understand what the app is about
2. Identify barriers while participants are doing the main tasks

Participant Characteristics

Total 5 users for the interview:

1. 18-29 years old
2. Playing games or love live music

Global Questions

1. Do users understand the purpose of the app within 5 seconds?
2. To what extend does this feature meet users' needs?
3. Would users recommend the app to a friend?
4. Do user encounter barriers during the exploration process?
5. What adjective do participants use to describe the design?

User Recruitment

1. Anifie Network
2. Friends and family
3. Via SMS or Email

STAKEHOLDER REQUEST

While we were doing the Lofi Usability Testing, the stakeholder wanted to validate whether or not the user preferred vertical or horizontal UI. So we additional created horizontal Lofi prototype to test alongside the vertical Lofi prototype.

5. synthesize

FINDINGS

The overall flow works for users, their intuitive tells them the app is for virtual concert and they can quickly understand the icon and navigation throughout the app. On the other hand, as for the Pain Points, we gathered in 3:

1. Refund Tickets was not intuitive
2. Participants preferred vertical screens for main user interactions and horizontal for the concert view
3. Participants wanted purchased tickets to be visible on Home screen not just in the Account

Empathy Map

Based on the information gathered from the Affinity Map, we generated the Empathy Map, to focus on what these users would Feel, Think, Say and Do. In order to dig deeper on their essential demand.

NEXT STEP

After reviewing our key insights, we dived right into Hifi Designs to incorporate what we found from the first round of usability testing. Also, we created Prototype and prepared to take another round of usability test to validate Hifi Designs.

6. iteration

Hifi Screens

Based on the user feedback, we made iteration to our wireframes and then created Hifi screens and prototypes.

Iteration - Added Purchased Tickets on Home Page
Based on the pain points learned from the Lofi prototype usability tests, users feel the original path to check their purchased tickets is way too complicated (was under Account - My Ticket). Therefore, we iterated our design and made the purchased tickets appear on the Home page,beore showing the promotional banner.

Click to check Hifi screen in details
7. validation

Hifi Prototype Interview

Participant Characteristics

Total of 8 users for the interview

User Recruitment

1. Anifie Network
2. Designers network

Test Objectives

1. Evaluate whether users understand what the app is about
2. Identify barriers while participants are doing the main tasks

Global Questions

1. Do user understand the purpose of the app within five seconds?
2. To what extend does this features meet users' needs?
3. Do user recommend the app to friends or family?
4. Do user encounter barriers during the exploration process?
5. What adjectives do participants use to describe the design?

FINDINGS

1. Knowing their friends' active status is important to engage them join in the concert.
2. User would like to unify the payment option (coins vs. money)
3. Being able to chat with friends privately is important to keep the experience personal.
4. The ability to visually see the process of Avatar customization can help users making decision.

8. OUTCOME

Onboarding

Click to check Hifi screen in details

Stakeholder shared an information with us that "getting a phone address book is the No.1 growth hack for mobile app user acquisitions". Therefore, we added the option to invite friends to the app by allowing the access phone contact book in the onboarding process.

Avatar Customization

Line 1 to Line 2, Left to right
Click to check Hifi screen in details

As we figured the Avatar Customization is essential to make users feel connected, we brought up more options for customization. Allowing photo upload to help the algorithm being more accurate with further development.

In-Concert Experience

Click to check Hifi screen in details

1.Full customization for the in-concert layout
Users can customize their board by moving the icons around, to fit their habits.

2. Private Chat vs. Public Chat
Users have the option to switch between private chat and public chat. The color change indicate the chatting mode to prevent users making mistakes.

3. Share location
User can share their location and invite their friends travel over to meet up with them. It opens the opportunity for Anifie to discover more friendship engagement activities.

4. Avatar Customization
Users can choose accessories and moves for their avatar, the change can be adapted immediately to help them making decision.

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