team-builder

Team Builder

Team Builder is a multi-platform software designed to streamline the process of creating teams. These team are specically academic in nature and it’s intended users are college professor and their students. Currently, there is only one well known program that provides our functionality but they (1) have a cost to use and (2) are only available web. We plan to make the software free to use and be available on web and mobile.

UX Team Members

User-Centered Design Artifacts

Phase I: Analyzing Users, Competitors, and Initial Designs

Executive Summary

As we move forward into the future there is a rising need for ease of use program ready built to assign teams at the push of a button. Team Builder will strive to be the complete package, including everything necessary to build a well-balanced team under user-set parameters with full chat functionality to have every tool in one place.

Our Competitive Analysis lead to a few important observations:

Our Heuristic Evaluation shed light on the format we would like to emulate for ease of use.

The needs of our personas lead the design of our system to include:

Our sketches gave us a view of:

Full phase I report

Phase II: Refining interaction and designing wireframes

Executive Summary

REWRITE We’ve officially made it past Phase I and II in the development of Team Builder. In our efforts to make it an all in one program for building and managing teams, we have had several learning experiences that have guided the direction of progress on our way to a usable product.

We created our initial wireframes to:

Upon receiving our Cognitive Walkthrough we were presented with several problems regarding our wireframes, many of which existed because they were incomplete.

Moving forward we have refined our work around the given feedback.

Full phase II report

Phase III: Prototypes and User Testing

Executive Summary

In phase III of our report, we focused on user testing with a functional prototype (limited by the XD software). We interviewed a professor and four students from the same class. The interviews were designed to collect data about specific tasks and to see if the participants could complete them in a manner that would be similar to other software that has similar features answering the fundamental question; Is the Usability Experience familiar and learnable?

We created our initial prototypes to:

After receiving the feedback from our User Test, there were many common areas where we could improve. That includes our application and the tasks in our user test.

The fact that none of the students got stuck on any tasks either indicates that the UI was well designed using common conventions or that the tasks were too simple to test learnability. Moving forward, these are the changes that we could make.

Full phase III report