PROBLEM BACKGROUND AND 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.
After conducting interviews, we created an affinity map to analyze our findings which lead us to 3 main insights.
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"
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.”
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.
There is a lack of visual feedback.
Users couldn't find the shopping list.
Recipe page was overwhelming.
Users liked the minimalistic design.
Removing products from the list was hard.
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.
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?
Encouraging Healthy Grocery Shopping by Providing Accessible Information
Transforming desktop experience into mobile for less advanced users
2 Interaction Designers
Users can complete a neuroscience module during a regular class time block, and demonstrate that they understand the learning objectives.
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.