Usability Report
This was a collaborative, nearly semester-long project that hypothetically solved a service problem for university students. Using programs that helped aggregate our collected data from user tests and research, we successfully idealized an application that made sure our product would be viable.
Research & Beginning
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In the beginning we created a persona of who our target audience would be, and how they would interact with our app.
Also a competitor analysis of our closest contenders' similar usability features to see how our new users expectations would be when they first try the app. From those usability features we collected, we created experience maps with first-hand experience testing of our competitors apps.
Gephi was used to aggregate the data and visually sort them into how common each feature was between apps. We then reorganized this into navigation trees for easy readability.
Finally, we collected enough data to start designing our interfaces for an app that could compete with others. We compiled this process through our first usability report.
Development of User Journeys
Using Figma, we created a user flow chart that allowed us to understand the steps they would take to reach their goal.
This was further revised by focusing on three main user journeys within the app. We went back to Figma to visualize our three user journey tasks, and conducted three separate think-aloud user tests for them.
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While we conducted our user tests, we recorded and turned them into transcripts that were input into different programs to collect more data. Orange and Voyant were used to aggregate our information. We also recorded performance metrics on each user to understand which tasks needed to be revised.






























These were our final iterations of the wireframes for one of our user journeys --- roaming, requesting a tutor, and completing a session.