Swing Speed Radar is an app that makes perfecting your golf skills fun for ambitious golfers.
My role was to facilitate, interview, prototype, test, and design gamification and visuals. I collaborated with four other students.
We were happy to see that the client WatchItGolf implemented our solutions into their app in their next update!
Contact me if you want to try the prototype or read the sprint report.
We started by summarizing the brief, interview the client WatchItGolf, and defining the target audience.
Create a solution to convert non-paying customers into paying customers, while exploring the potential for gamification in the app.
Already existing customers: "The Ambitious", since they would be most inclined to be attracted to the gamification of the app because of their competitive nature.
We had a meeting with WatchItGolf and prepared the Value Proposition Canvas, as well as the Current Customer Journey, in order to scope down and define the MVP of the sprint.
During the Expert Interview, the team took notes in the style of HMW-questions, which we then sorted according to patterns and interesting ideas. We dot voted on the three most relevant HMW-questions.
"In 2 years, we will have more paying customers than free customers".
We then wrote and voted on "Can We"-questions that we needed to answer to fulfill the long term goal. These were turned into the Sprint Question, which we aimed to answer at the end of the sprint.
"Can we make people pay if they already have the free version?"
"Can we use gamification to gain paying customers?"
"Can we become a part of the golf experience?"
We continued with the User Journey Mapping, a way to understand how our target groups use the app today and help us decide what vital part of the app we should focus on. It illuminates pain points and helps us identify opportunities to create a better user experience.
Together Alone, we researched other apps and services to gain inspiration and other approaches to the problem. We then presented the demos to each other and took notes on great ideas.
The last part of the day was the 4-Part Concept Sketching. We wrote down ideas we found interesting for the prototype, doodled during a time limit, combined ideas, and did a rough sketch of the prototype. We continued with Crazy 8's, quick 1-minute sketches, which allowed us to explore multiple solutions fast.
We finished with Solution Concepts, where everyone creates a whole solution to the problem, step by step. We waited until day 2 to present the concepts to each other.
We started by dot voting on the Solution Concept sketches, and the Decider chose the top 3 concepts we should focus on in the app.
Moving on, each team member created a flow of the way we wanted the user to interact with the app, and then we voted on a flow and a Wildcard Concept.
With the User Test Flow & Wildcard in mind, we created the Storyboard. It's a visualization of the User Journey, and it helped us find the most important parts of the users' interaction with the app. We chose the top 3 frames to focus on.
I started everyone up by helping them get into their roles for the day. I also checked in with them now and then to encourage them, and to see if they needed unblocking.
I did a lot of research to make sure the test users would not be thrown off by the weird numbers (like handicap, swing speed, carry, etc) or wording (like challenge names, tips, etc). During the test, we got comments that it was very relevant information.
When I was finished with the text, I checked in with the prototypers and helped them along by creating frames. I added all the realistic texts and numbers in the already created frames. After that, I stitched the prototype together by making sure the assets matched and put the frames into one cohesive flow.
During the test interviews, the team took notes on any feelings, hesitation, reactions, and comments that would be useful to create a better prototype.
We had 5 testers, in the age range of 19-32, both male and female. They all fit the target audience description.
After the tests, we could sort the comments and insights into three feelings: positive, negative, & neutral. We were happy to gain confirmation that all the testers were positive about the experience of the app and our main feature.
We could discard the Wildcard idea due to the test results, which proved that it was superfluous and an incorrect assumption.
As the facilitator, I answered our sprint questions and wrote five recommendations for the client. I kept the user tests in mind while doing this, and felt confident in our solution to their brief.
I structured the extensive Sprint Report, proofread, and added any relevant information the documenter might have missed. We presented the client with 26 pages of insights and solutions.
After our pitch, we were delighted to receive feedback that the client was satisfied with the results, and our work on how to incorporate gamification and increase the paying customer base! WatchItGolf said that:
We were happy to see that the client implemented our solutions into their app in their next update!
The team evaluated the sprint and exchanged feedback. I was extremely happy to be part of this team. We had loads of fun, all while being productive!
Contact me if you want to try the prototype or read the sprint report.
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