top of page

PROBLEM BACKGROUND AND RESEARCH

Past Research

When I joined Lutron, the team already had some research done such as heuristic evaluation of GUI, user interviews, Jobs To Be Done, As-is journey, object view map and etc. I started looking through all the research, understanding pain points, the target user. My role was to get familiar with past research, wireframe based on the .., conduct user testing, and iterate. 

 

I specifically owned the “Create a Project” flow of the project where users create their first project step by step before starting designing. I was also involved in the “Add an Area” flow, which is the starting point in users’ design process.

Analysis

Key Findings

After conducting interviews, we created an affinity map to analyze our findings which lead us to 3 main insights.

 01.

Uncertainty

Surrounding Food

Users were uncertain about some ingredients, nutritional values, and potential consequences, regardless of their educational background.

“I don’t understand the meanings of many items in the ingredient lists"

02.

Health Choices

are Self Motivated

Users were self-motivated and motivation was influenced by genetic factors, documentaries, and the desire for an active and healthy lifestyle. 

“I just want to eat healthy and not deal with health issues in the future.”

03.

Different

Definitions of Health

Users had different definitions of a healthy lifestyle. Certain products were considered unhealthy by some while others were okay with them. 

“For me, cereals are unhealthy no matter what, I always prefer oats"

Low-Fidelity Usability Testing

Before moving forward to higher fidelity prototypes, we wanted to validate our design with user testing. We conducted task-based usability tests with 5 users. Based on the usability test results, we found 5 major insights.

01.

There is a lack of visual feedback.

02.

Users couldn't find the shopping list.

03.

 Recipe page was overwhelming.

04.

 Users liked the minimalistic design.

05.

 Removing products from the list was hard.

USABILITY TESTING

 Usability Testing of the GUI

We wanted to neurobot’s GUI’s usability in an environment with minimal teacher guidance. We conducted usability testing with 5 participants from non-STEM backgrounds to approximate the target user. 

 

Users were introduced to a neuroscience slide deck teaching fundamentals of neuroscience required to complete the usability tasks. We have also asked users to complete a 10-question System Usability Scale at the end of the user test. This served as a benchmark for future design solutions.

Research Questions 

  • What user flow patterns lead to confusion? ​

  • Can users explain how each interaction with the interface contributes to the larger task?

  • Can users understand the robot’s inputs and outputs?

  • Can users understand the brain’s UI structure?

WellNourish

Encouraging Healthy Grocery Shopping by Providing Accessible Information

Team

Sara Augioli

Bahar Shahmammadova

Timeline

8 weeks

Tools Used

Adobe XD

My Role

Project Lead

Lutron

Transforming desktop experience into mobile for less advanced users

Team

2 Interaction Designers

Development Team 

UX Consultant

Bahar Shahmammadova

Timeline

10 weeks

Skills

Interaction Design

UX Design

Prototyping

UX Research

My Role

UX Co-Op

PROBLEM SPACE

Success Benchmark

Users can complete a neuroscience module during a regular class time block, and demonstrate that they understand the learning objectives.

Stakeholder Interview

After using the GUI,  we conducted interviews with different Backyard Brains staff and a high-school teacher who had experience using the software. 

 

The teacher requires 1 class period just to demo the robot and explain the GUI to students before they start to design their own robotic brains.  

It takes 55 minutes just to demo the robot.

ANALYSIS

Key Findings

"Create a Project"

 01.

The process is clear and provides the right amount of information

 02.

Installer contact information cards are useful.

 03.

Sharing phone numbers is necessary for installers.

 04.

Users typically share one contact but it is possible to share more than one. 

 05.

Some users are not familiar with certain terms used on the screen.

"Add an Area"

 01.

5/6 interviewees prefer starting with an empty list with some kind of recommendations.

 02.

Users don’t want to create more than 3 layers of areas.

 03.

Add sub area icon is not cleat for the user.

 04.

Installers name areas very differently. 

 05.

Jumpstart doesn’t give enough context for what is being added.

Backyard Brains

Making computational neuroscience accessible and engaging to students.

Team

Emma West

Fan Xu

Milly DaI

Tianchi Fu

My Role

UX Design and Research

Timeline

12 Weeks

Skills

UX Research

UX Design

Interaction Design

Prototyping

Lutron

Transforming desktop experience into mobile for less advanced users

Team

2 Interaction Designers

Development Team 

UX Consultant

Bahar Shahmammadova

My Role

UX Co-Op

Skills

Interaction Design

UX Design

UX Research

Prototyping

Timeline

10 Weeks

PROBLEM

There is a low adoption rate for the new Lutron system due to the barrier to entry for entry-level users.

Entry-level installers are not comfortable using complicated GUI (Graphical User Interface) and this affects the adoption of the new Lutron system. Based on the previous research, GUI can be intimidating for these users.

How might we grow the new system by decreasing the barrier to entry for less advanced installers?

SOLUTION

A mobile experience that simplifies steps of the commissioning process for entry-level installers.

Design-As-You-Go simplifies the commissioning process of the new system into a few easy steps with a mobile application, guiding users through the process to create their first commissioning experience without the need to use GUI.

Team

2 Interaction Designers

Development Team 

UX Consultant

Bahar Shahmammadova

My Role

UX Co-Op

Timeline

10 Weeks

Skills

Interaction Design

UX Design

UX Research

Prototyping

RESEARCH

Understanding Neurorobot and Its GUI

The project required an understanding of Neuroscience principles and comprehension of the goals of each lab. Terminologies in the GUI were not standardized and as the neuron connections became more complex, it was harder to navigate. 

The curriculum consists of several labs and each lab is meant for one class period but it took our tech-savvy team 5 hours to complete 1 lab.

Key Feautures

Simple Onboarding

Students can easily access saved brains from labs or quickly create new brains with descriptions. 

Flexible User Flow

The improved user flow allows flexibility and increases the visibility of the system. 

Intuitive Layers Panel

The layers panel allows the editing of neurons or axons, and organizing neural networks for complicated brain designs.