Tag: UX Research

  • ExhibitAccess: Accessibility in Cultural Education

    ExhibitAccess: Accessibility in Cultural Education

    Mobile-first website providing digital didactics in exhibition spaces.

    • A digital alternative to physical labels which can be adjustments to users’ needs (text size, language, level of education, audio)
    • NFC tags enable visitors to scan and read the desired information from anywhere in the physical space
    Scope: Capstone Project (1 academic year)
    Team: Natalia Parraga
    roles: User Researcher, Product Designer

    Attendees and workers alike want more out of didactics.

    Observational Research

    Labels are Limited

    Didactics provide context. They are typically in the institutions’ primary language(s), stationary, and relatively small.

    Card-Sorting

    More Information Please

    Users accept any and all information in an exhibition space, but want more information when their interest was high.

    Research Questionnaire

    GLAM Workers Unsatisfied

    Only 42.9% of workers in Galleries, Libraries, Archives, and Museums rated their exhibitions as somewhat accessible.

    How might we develop hybrid (physical & digital) didactics to improve users’ accessibility?

    1. Altering Physical Didactics

    NFC Tags

    Labels contain affordance to indicate scannability with mobile devices.

    2. Creating Digital Didactics

    ExhibitAccess

    Mobile-first site and/or app contains relevant information and the ability to customize.

    3. Increasing User’s Options

    Accessibility

    Users interact with digital or physical didactics according to their needs/wants.

    Creating Intuitive Designs

    Usability tests were run on paper prototype. Participants were invited to work through scenarios which included: scanning didactics, changing the language, bookmarking pieces, and listening to the audio of the didactics. Participants struggled with the save feature and how to scan an NFC tag.

    User Flow Streamlined

    Feedback from usability testing was applied for the following key scenarios: Scanning a Didactic, Onboarding, Creating a Profile, and Editing User Settings.

    Accessible & Customizable

    UI was developed to fit three default text sizes, in both light and dark mode to emphasize the customizable nature of the app.

    Mobile-first, a Phygital Solution

    ExhibitAccess is a digital tool to enhance physical user experience by increasing accessibility with a hybrid experience.

    View prototype on Figma.

    What I would do if I were to continue developing ExhibitAccess:

    • Develop the scannable NFC tags in the exhibition spaces: This integral part of the user journey was not developed due to timing constraints.
    • Conduct user testing with physical didactics, iterate more: While I believe the conceptual product to be effective, I’d like to validate my beliefs with real data and feedback.
  • Tomo: Chatbot Cheerleader for the Lonely

    Tomo: Chatbot Cheerleader for the Lonely

    Mobile prototype coaching users through their loneliness.

    • Sets customized goals for users to encourage the building of meaningful human connection.
    • Coaches users through conversational AI that provides guidance and support in alleviating loneliness.
    • Stimulating a listening friend, provides company and empathy for users looking to vent about their difficulties.
    • Character creation allows for user to build their companion.
    Role: Project Manager, User Researcher
    Scope: 4 months
    Team: Natalia Parraga, Savannah Dalgado, Malcolm Darko, Jakob Visic

    The Challenge: Solve for Loneliness by Developing a Digital Product.

    More than 1 in 10 people aged 15 and older said that they always or often felt lonely (Canadian Social Survey, 2021).

    Our task was to find a market that was unsaturated and projected to grow.

    Understanding Lonely Markets

    Mental Health

    Those with depression, or any mental illness such as dementia, Alzheimer’s, etc.

    Productivity

    Those that struggle with balancing work and maintaining social relationships.

    Mobile Users

    Those who prioritize para-social connections: online relationships no genuine connection.

    Young Adults

    Those with weak social skills, especially the next generations who mature in the digital.

    • Screenshot of Mural where research is being shared with sticky notes.
    • Screenshot of Mural where digital product ideas are being shared and organized with sticky notes.

    Market Saturation: Chatbots for the Lonely

    logo of character.ai

    Character.ai

    Users converse with user-made AI chatbots, with a focus on fictional characters and entertainment.

    replika model

    Replika

    Modeled from real text conversations, allows users to practice social skills using GPT’s conversation model.

    Xiaoice model

    Xiaoice

    Similar to Replika, has a 150 million userbase with some reports on para-social relationships.

    Woebot logo

    Others

    Woebot, Wysa, and x2ai: focused on mental health wellness, with a range of professional and human involvement.

    Focus Groups: A Conversation with Character.ai’s Psychologist chatbot:

    Preference for Non-Human Chatbot Characters

    Participants felt more comfortable talking to a character rather than a “therapist” or chatbot posing to be human-like.

    More Comfort Venting to a Chatbot over a Person

    Some reported feeling at ease talking with the chatbot as there was no potential for human judgement.

    Skeptical About AI’s Effectiveness, especially for those with Mental Health Issues

    Concerns included misdiagnosis of mental health, the potential for users to get too attached to the chatbot, and replacing human connection with AI. Some participants described short-term relief but struggled to see the potential for a long-term solution.

    Surveying Youth on AI and Loneliness

    52.4% are open to having an AI chatbot to help with tasks/coaching

    Only 23% are open to receiving psychological advice from an AI chatbot

    61.9% currently use digital tools [social media, online communities, chatbots, chatrooms] for mental health help or alleviating loneliness

    Digital tools were more likely to score lower in effectiveness than mental health counselling in alleviating feelings of loneliness

    I have not needed to use AI nor mental health services to alleviate loneliness, but I would be more than open to use an LLM, especially if it has been fined tuned for mental health support.”

    Obviously LLM can’t fully replace human connection right now, but the accessibility of AI makes it a quick tool for externalizing emotions.

    I do play games and use social media when I’m not mentally well or feeling lonely, but I would not say that these digital tools are helpful for resolving my issues.

    Brand First Product: Creating Tomo’s Look and Feel

    Low-fidelity prototypes were skipped as we understood chatbot user flow from market research. We felt that Tomo’s brand (writing and illustrations) would be more important than the UX design given the personal nature of the product.

    • Moodboard of Tomo prioritizes a friendly and calming feel.
    • Style tile of Tomo
    • Onboarding userflow that sets social goals and allows user to customize their coach.
    • Example user flow of user venting to Tomo, with a focus on conversational tone.
    • User flow of Tomo giving advice to user regarding pre-set goals, including gamifying social skills.
    3 males user testing tomo, their faces aren't visible, they are writing on sticky notes and using their phones to access the prototype.

    Iterative Design: Using User Testing Findings to Improve Tomo

    Pains:

    • Onboarding Process: Overwhelming amount of text. Process felt long, and had no way of knowing when you would be done.
    • Lack of Flexibility/Personalization/Characterization: Desire for voice input option. Use of term “User” distracted participant. Desire for characters to be more interactive (animation, expressions, changes in illustrations).

    Gains:

    • Character Customization: Appreciated illustrations and process of building a character.
    • Survey/Goals: Participants enjoyed seeing the result of their social placement survey. They could see themselves aspiring to reach social goals and using goal-tracking.
    4 screens previewing tomo product, from left to right there is, two of a chatbot conversation, one with an onboarding survey, and one with social goal setting.

    It doesn’t make itself look like it’s trying to force you to fix your problems, but rather it gently holds your hand and guides you… It’s very nice.” – Participant

    6 people standing, 3 are kneeling infront. A mix of Red Thread Innovation judges and the winning Tomo production team. Unfortunately 3 people have their eyes closed.

    I would use this.” – Ok Ikejiani, CEO of Red Thread Innovations

    Tomo Becomes an Award Winning Product

    We tied for first place in the design sprint and our research was nominated for a 2023 Student Generator Award in Collaborative Research.

    REFLECTION On improving the Development Process
    • Define North Star: During the define phase, we had different perspectives as to what Tomo was. This made running progress meetings and establishing tasks as we transition into development more difficult.
    • Communication Clarity: Closer to the deadline, responsibilities became blurred. This caused repetition in output and affected the quality of our work.
    Reflection On The product
    • Chatbot Psychosis: Since the development of Tomo, reports have come out of people reaching critical level in their mental health as a result of excessive use of chatbots. While we developed safe-guards against over-reliance in Tomo, it’s hard to say if this product would be welcomed in the current market.