Title: UX Case Study – Weeeve GIF Maker App
- Project: Weeeve – A User-Centric GIF Maker App
- Duration: 13.06.2023 to 18.08.2023
- Presented by: Thomas Strandebø
- To enhance the user experience and accessibility of the Weeve GIF Maker platform.
- Create a more engaging and user-friendly environment for those who want a GIF Maker App.
Phases of the UX Case Study:
- Empathy Phase:
- User Research: Conducted user interviews, surveys, and observations to understand user needs, pain points, and motivations.
- Personas: Developed user personas to represent different user segments, highlighting their goals and preferences.
- Define Phase:
- Problem Statements: Defined vital design challenges and opportunities based on user insights.
- User Needs Prioritized user needs and expectations to inform design decisions.
- Ideate Phase:
- Brainstorming: Generated creative ideas and concepts to address identified challenges.
- Prototyping: Created low-fidelity and high-fidelity prototypes to visualize design solutions.
- Prototype Phase:
- User Testing: Conducted usability testing with real users to gather feedback on prototypes.
- Refinement: Iteratively improved designs based on user feedback and usability findings.
- Test Phase:
- Usability Testing: Evaluated the platform’s usability with real users to validate design decisions.
- Feedback Incorporation: Incorporated user feedback into design iterations.
- Implementation Phase:
- Design Improvements: Implemented design enhancements, focusing on accessibility, engagement, and personalization.
- Cross-functional Collaboration: Worked with developers and stakeholders to bring design solutions to life.
Results and Impact:
- Improved user satisfaction and engagement.
- Enhanced accessibility, making the platform more inclusive.
- Streamlined user journeys and navigation.
- Increased user retention and community engagement.
- The importance of user-centricity in design.
- The value of empathy and continuous feedback.
- The iterative nature of UX design.
- Commitment to ongoing improvement and user-centered design.
- Expansion of features and inclusivity efforts.
- They are embracing innovation and emerging trends in UX design.
- The Weeeve UX case study showcases the power of user-centered design in transforming an app platform. It highlights the importance of empathy, iteration, and accessibility in creating a more engaging and inclusive user experience. The journey continues with a dedication to ongoing improvement and innovation in app and design.
Our customers who want a fun way to share and communicate are bored/demotivated by communicating over text/voice memos. They want to make an avatar/gifs for a funnier way to communicate/share. If we can solve this problem, it would impact communication between friends positively because it’s fun to share avatars with text. It will also benefit our business by adding fun ways to communicate between users to Zedge’s portfolio.
Conceptualizing the We’ve Avatar GIF Face Maker
Conceptualizing the We’ve Avatar GIF Face Maker involves envisioning its core ideas and defining the unique selling points that set it apart from other avatar GIF maker apps. Here’s a conceptual overview of the app:
1. Extensive Avatar Customization:
• The app offers a vast library of avatar templates representing diverse ethnicities, genders, and styles.
• Users can fine-tune their avatars by customizing facial features, hairstyles, outfits, accessories, and backgrounds for future use.
2. Intuitive Animation Controls:
• Weeeve Avatar GIF Face Maker provides an easy-to-use timeline interface for animating avatars with various gestures, poses, and movements from the selfie.
3. Seamless Social Sharing:
• The app seamlessly integrates with popular social media platforms and messaging apps, instantly allowing users to share their animated GIFs with friends and followers.
• Users can also export their GIFs in various formats for easy sharing across multiple platforms.
4. Collaborative Animation:
• Weeeve Avatar GIF Face Maker introduces a unique collaboration feature, allowing users to create real-time animated GIFs with friends or family.
• Users can invite others to join the animation process, foster ring creativity, and share experiences.
5. Gamified Engagement:
• The app incorporates gamification elements like challenges, rewards, and achievement badges to motivate users to create and share more GIFs.
• Users can earn points and unlock exclusive customization options through regular app usage.
6. AR and 3D Avatar Options:
• Weeeve Avatar GIF Face Maker pioneers the integration of augmented reality (AR) and 3D avatar creation, giving users an enhanced and immersive experience.
• Users can bring their avatars to life in a virtual environment, interacting with them playfully and realistically.
Usability report, analysis, and recommendations
How: What the tasks were:
Step 1: Try to choose an avatar, take photos of yourself, and share them with friends. Explore the navigation.
Step 2: Have you used an app like GIF Animation before?
Step 3: How did you like to explore the app? Did you like the flow?
Step 4: If yes, how often will you use an app per week to share images of yourself, like an avatar, with your friends?
Step 5: What do you think about the app’s design?
Step 6: How clear was choosing an option on the home page?
Step 7: How do you understand what you see currently on the screen?
Step 8: What would you expect to happen once you’ve sent Avatar to your friends?
Step 9: How likely are you to recommend this app to a friend or a colleague on a scale from 1- 10? ( Scale 0-10: 0 = not likely at all, 10 = very likely)
Step 10: Do you have any final thoughts on what you saw today?
The summary of scope, key findings, and observations:
What and why: The summary of content and key findings:
In this summary, also known as the executive summary, I can include the content (purpose) for why I conducted the usability test sessions. I will also have the goals (objectives) I set to test in this section and the test session’s most important findings (outcomes). I list ten results (products):
I conducted this usability test to learn about the app’s aesthetic and how they used it. I wanted to answer these goals: Try to choose an avatar, take photos of yourself, and share them with friends. Explore the navigation. Use an app with GIF animation. To explore the flow of the app. How often will you use the app. users? How to choose an avatar. Understand what is on screen. Make friends happy. Share the app on social media. Final thoughts about the app.
Key findings and observations:
How to keep the users on the flow of the app: the users click on the right places to get the desired result. Make more confirmation to the users. Guide the user through the app. Help the user reach the goal of sharing an image of themselves with an Avatar. Users think it is a short flow. People’s drop-off rate in photo-taking was high because we made an error(only one page was inserted) at the beginning of the test. We have to keep the user in the proper flow. After taking a picture of myself, the user did not understand what to press. We must tell users to take five photos of themself. Most people know what they see, and it is fun to use. The flow was excellent. It’s not too complicated; it’s easy to get the results with a few necessary steps. Most of the users completed the tasks they were given. Most of the users want to recommend this app to friends. The usability of the app is good. I will almost use this app once a week.
Who: The test participants I tested with:
When discussing the who of my usability testing, in this section, I can summarise the demographics of the test participants and how many participants I included as part of the usability testing session. Device preferences (mobile, tablet, desktop), etc. Remember, I must illustrate that the test participants are representative of my actual users:
I have a testing intern within the Zedge workers. I have tested with ten people. The device preferences we used are for the mobile version. The participants have mainly yet to use GIF animation before but are tech-savvy.
My recommendation for this app is to make it understandable when it takes photos of itself and provide more confirmation of what the user did and shall do. Change the background color to blue and work more on the text page; the flow of the pages is exemplary and should stay like it is now. There will be a carousel to choose an avatar from. I will make more out of the prototype’s buttons and functions. We have to guide the user further to send more Avatars. Give the user concrete information about making an avatar—show which Avatar the user has chosen.
Iterate and Improve:
We shall improve the color scheme. Use avatars like it’s drawn. The arrow in the bottom right will come on after taking five images. The typical pattern was that they dropped out before taking five pictures; we had to give users info about taking five photographs and show the next button when they had taken five pictures.