Overview

BOGO is a mobile app that provides private LIVE videos distantly to help users make better decisions in their daily lives.

With BOGO, users can request a LIVE video from the streamers in a process similar to requesting an Uber. Streamers could use BOGO to make money through the simple touch of their fingertips.

My Responsibilities 

Lead the product team of three while ensuring the proper processes are deployed when conducting user interviews, visual design, interaction & motion design, and prototyping & testing

Time: 

2020

Type: 

Work Project (Released)

My Role: 

Product Designer
User Researcher

Team: 

Product Manager (1)
Mobile Engineer Team (3) Graphic Designer (1)

 

“Sometimes, it’s hard to know the truth!”

If you want to get real information, but you can’t be here, you probably will ask your friends or search online. However, if the information is outdated and wrong, chances are, you will get inaccurate information.

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Problem Statement:

How Can We Help People To Get Real-Time Information remotely?

Two kind of roles in Bogo 

Requester

Goal: They want to get more detailed information to make a well-informed decision. 

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Streamer

Goal: They want to make money anywhere and have fun!

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Let’s Meet Jesse, A BOGO User

Jesse is a 29 years old Project Manager who works for Google. He travels a lot and always spent plenty of time checking information about the airport to plan his traveling. With BOGO, Jesse requests a LIVE video with his fingertips to get a smart plan.

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Design Progress

 
 
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1.  Use User Research to Guide the Product Direction ( User Research )

Interviews
Interviews were with ten people who presented similar issues. Roughly 10-15 minutes were spent with each person, and they were all asked, “Who?”, “What?”, “When?”, “Where?”, “Why?”, “How?” questions. These questions helped analyze and assess their pain points at various locations (ie. coffee shops, meeting rooms, etc. )

 
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Interviews Findings

 
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2. Use Research 

 
 
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3. Use Other Apps Mentioned from Interviewees to Improve Product Vision (Competitive Analysis)

 
 
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4. Redefine the Problem and Ask “How Might We” Questions to Brainstorm Initial Ideas and Identify Solutions (Ideation)

 
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“Design An App That Helps Users Request A Live Video From Streamers.”

 
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5. Find A Common Ground In User Goals And Business Goals ( Defining Goals )

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6. Prioritizing The Features Based On User Research ( Product Decision )

Based on user research and competitive analysis, the decision was made to include the following features to provide the most value to users in the MVP:

  • Quickly change identities between requester and streamer.

  • Request / receive live video based on location / content.

  • Send/receive a text during the live video.

  • Spend/make money on the platform.

Requester’s Flow and Low Fidelity

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Streamer’s Flow and Low Fidelity

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7. Use Strategies To Help Users Maximize Valuable Information ( Design Decisions )

There are two different ways to measure whether users are optimizing helpful information in BOGO:

  • The number of request tasks intentionally performed. 

  • The amount of satisfaction gained after they finish requesting.

  • The drop-off rate during the experience.

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8. Iterations

Be Mindful Of Human Factors

The human factor is a very critical detail to pay attention to during user testing. The original input box design is on the top like a title, but when the user wants to input information, it's really hard to reach the input box. In the next iteration, the input box will be moved from top to bottom which will help make the experience more "human finger friendly".

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Reduce The Efforts, Increase The Users

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Creating An Awesome Reading Experience Through Visual Design

Two separate information blocks were combined into one block and the critical information was highlighted. It made it easy for users to get the information quickly.

Helvetica was used throughout the application to ensure legibility and familiarity with users. Various font sizes, weights, and colors were also used throughout the application to create a clear information hierarchy.

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9. Reflections

This project was very rewarding and helping me meet my personal goals and passions. Within the three months I gave myself to work on this project, I truly enjoyed myself and had fun. 

Three main lessons I learned from this project are:

  • The sky's the limit, but with technology and time constraints, I learned to prioritize features that provide the most value to users

  • Consider human factors to enhance the UX, such as "fat fingers" and Fits' Law;

  • Visual design is a crucial part of the overall experience, especially when the function of the app is heavily dependent on the information hierarchy and legibility of the content. 

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