TRACKING BEHAVIOUR & REPORTING DATA
I am currently working a product which aims to support a business in investigating and improving behaviour in canines. The need is for customers to be able to track behaviour on-the-go and during training sessions. The product needs to allow for an intuitive and simple solutionfor input of both pre-determined and bespoke behaviour tracking. The service aims to encourage off-site training, gauge the success of training methods and be used as a tool in marketing efforts.
I worked as sole UX Researcher and Designer on the project.
After meeting with the business owner, I compiled the business needs along with what would be realistic to achieve considering user needs, time and budget.
The requirements at the outset were:
- Responsive webapp.
- Behaviour/Activity tracking over time.
- Instructor be able to access data through dashboard.
- Affordance for adding behaviour input.
- Ability to upload videos.
- Minimal management/updates required by instructors
At this stage, due to the users' various levels of digital experience, it was important to emphasise the usefulness of UX and putting the user at the centre of the work to the stakeholder. Based on customer interviews, I compiled a user persona to ensure focus on the user throughout the process.
Discovery & Research
As the purpose of the app was not to train dogs but to track behaviour I conducted a comprehensive investigation into various methods of tracking behaviours and presenting the associated data. Many of the solutions I studied were apps within the healthcare and sports fields. Whereas most offerings served one specific purpose it became apparent that my biggest hurdle would be including the vast range of behaviours the business wished to track. Because of these two factors, it would be crucial to keep the product simple and consistent while allowing for user-control and flexibility.
Reading forums and blogs I discovered, as expected, that easy access on-the-go was a priority when tracking behaviour. Incidents over time was the most common measuring method.
Furthermore, during interviews with dog owners, I found that many users would prefer a way of controling and adding additional information to their tracked data for context. Gamification was a common aspect mentioned to encourage people to keep up with training and entering data.
While presenting my findings and solutions to the Stakeholder it was decided that I should add a few addtional features. They were:
- Ability to personalise and add tracking methods.
- App offering rather than Webapp with Android and iOS availability.
- Gamification to encourage return visits and data input.
Information Architecture & Flows
With a better understanding of both user and business needs I created the information architecture and user flows. These formed the framework for further discussions and ensured that I was meeting stakeholder expectations.
Wireframing & Prototyping
I used Sketch to build lo-fi wireframes which I prototyped in InVision. I focused on the main aspects of the app in order to be able to test key scenarios with users.
Using the lo-fi prototype, I tested the functionality with 5 users over Skype and an additional 3 participants in-person while walking their dogs. I tested the 3 specific key scenarios:
- Adding a training session
- Conducting a training session
- Adding an additional animal
I uncovered a series of necessary improvements I needed to work on before moving forward. Crucial changes were:
- Tutorial needed for the user to understand the functionality and process
- Clearer and consistent navigation copy
- Simplified dashboard to not overwhelm user
- Alerts to confirm start and end of training session
I also incorporated an additional confirmation to start the timer ahead of a training session.
While presenting my findings to the stakeholder we agreed to implement the solutions in the next level of design. At this stage, the business owner also requested additional data points to be recorded by the customer. These included physiologal measurements and medication consumption which are likely to impact training results. The key to implementing these are to not overwhelm or frustrate the users. These aspects will be considered as part of a future iteration of the product.
You can explore the revised lo-fi prototype here.
This project has been handed over to a UI designer to complete the high fidelity design phase. When available, and pending client approval, further usability testing will be conducted.