NotePoint

NotePoint

NotePoint is an efficient utility app that comes packed with an intuitive note-taking and to-do list feature to help users stay organized and productive.

Team

3 Designers

Duration

Jan - May 2023

Role

Design Lead

UX Research

UI Design

Tools

Figma

Figjam

Qualtrics

- Research and User Findings-

Research and User Findings

User research and analysis, understanding our user demographic's thoughts.

Context

College students develop a habit of prioritizing their academics above balancing goals, personal aspirations, and physical health. They frequently encounter difficulties in organizing their academic workload, personal goals, and physical health, which hinders their overall well-being and academic success.

The pressures of coursework, extracurricular activities, and the transition to independent living exacerbate these challenges, thus necessitating effective strategies for work organization to address these issues.

Findings

We conducted interviews with 6 college students and conducted a survey that reached 32 college students to gain insight their management of stress, time, and academics. The survey and interview results showed:

  • Many students felt moderate amounts of stress

  • Students had trouble managing their time when related to academics, social media usage, and health goals

Problem

Problem Statement

Many college students find organizing tasks, goals, and coursework alongside their current activities outside of school challenging while also keeping up a good work-life balance. 

- Brainstorming and User Analysis-

Brainstorming and User Analysis

Application of user behaviors analysis from previous research into high-level scenarios. Analysis of existing popular tracking platforms and platforms our user demographic utilize.

How Might
We

How Might We

Allow users to use the app while adapting to various contexts, such as work, education, or personal growth, providing users with versatile tools that cater to different aspects of their lives?

Integrate innovative tools or techniques that encourage users to develop a consistent habit of note-taking and journaling for both productivity and personal reflection?

Incorporate motivational elements within the app to inspire users to set and achieve personal goals through their note-taking and journaling activities?

Market
Research

Market Research

Analysis of existing popular tracking platforms and platforms our user demographic utilize.

Notion

Strengths

  • Includes many features and templates for multi-purpose functions

  • Available as both phone and desktop applications

  • Organized content style

Weaknesses

  • Learning curve due to the vast amount of visible and hidden features

  • Lack of guidance on how to use the program

Paper Agenda

Strengths

  • Traditional and pre-organized into sections

  • Tangible and quickly accessible if the user has it on hand

  • Not as distracting as a phone application

Weaknesses

  • Must be carried around and cannot be accessed digitally if forgotten

  • Must purchase another if it gets full

  • Does not send reminders or notifications

Google Calendar

Strengths

  • Good presentation of schedule with boxes for events

  • Allows for notifications and reminders

  • Separates additions into general tasks and events

Weaknesses

  • Not very flexible with what kind of information you can add

Apple Notes App

Strengths

  • Quick and efficient to jot down notes

  • Flexible and intuitive due to its simplicity

  • Picture and checklist options

Weaknesses

  • Limited amount of features

  • No category sorting

Stakeholder
Analysis

Stakeholder Analysis

To better understand our user demographic, we created three personas reflecting the insights gathered during our research stage.

We also created high-level test scenarios and illustrated them into storyboards to outline possible user paths or activities.

Task Analysis

Stakeholder Analysis

Using the personas and the high level scenarios we developed, we completed a task analysis to organize how our stakeholders currently accomplish their tasks to better understand their workflow.

Findings (Pt.2)

Stakeholder Analysis

Because we felt like we needed more information before defining our design requirements, we sent out a second survey during this milestone that was specifically about organization tools. These were our findings:

  1. Yes, this is a good idea.

Many students find organizing their tasks using various methods, such as planners, digital tools, or simple checklists, to be an effective strategy for staying on top of their schoolwork and extracurricular activities.

  1. The importance of self organization

Users valued maintaining control over their task management. This translates to a need for tools that empower users to manage their own journeys without feeling restricted or dictated by rigid structures.

  1. Simplicity and accessibility is key

When asked what people like from their digital or analog forms of organization, people responded with a diverse array of answers. However, many of them had one sentiment in common:

A simple and quick product that can be accessed easily.

Mission/
Product Goals

Stakeholder Analysis

After analysis of the results from the second round of surveys, we narrowed down our goals into the following:

  • Allow for easy and intuitive note-taking and task tracking

  • Promote usage through simple interface and easy interactions

  • Allow for an organized experience

- Ideation and Prototyping-

Ideation and Prototyping

After extensive research and analysis, we decided upon an app that follows the goals of our users and feature priorities made during the task analysis and usability planning.

Sketches

Stakeholder Analysis

Ideation sketches were created using the insights and issues gained during the research process, along with the feature priorities made during the task analysis and usability planning.

We came up with 8 prototypes, settling on the following 2 to implement into the final version.

Low-Fi and
Mid-Fi
Wireframes

Low-Fi and Mid-Fi
Wireframes

Next, we created some simple wireframes to lay out the possible screens based off of the prototypes.

Next, we created some simple wireframes to lay out the possible screens based off of the prototypes.

Due to my teammates not having the same amount of experience that I have with Figma, I took on the role of design lead when we moved the product from sketches to wireframes.

Due to my teammates not having the same amount of experience that I have with Figma, I took on the role of design lead when we moved the product from sketches to wireframes.

I taught them Figma basics while we moved from low-fidelity to mid-fidelity.

I taught them Figma basics while we moved from low-fidelity to mid-fidelity.

Design
System

Design System

The design system was created with a clean, functional, and modern look in mind to cater towards college students.

The design system was created with a clean, functional, and modern look in mind to cater towards college students.

We focused on cool colors to give a more relaxing feel while also choosing a dark theme to match the preferred color schemes our user demographic enjoy.

Final Design

Putting together the design and creating an interactive prototype in Figma.

Putting together the design and creating an interactive prototype in Figma.

User Testing

We conducted heuristic evaluations during in-class sessions. Following that, feedback was also gained through usability testing with target stakeholders and design critiques.

We conducted heuristic evaluations during in-class sessions. Following that, feedback was also gained through usability testing with target stakeholders and design critiques.

Outside of in-class test sessions, we also conducted usability tests with 3 Georgia Tech students.

Outside of in-class test sessions, we also conducted usability tests with 3 Georgia Tech students.

Limitations

  • Severely limited prototyping features.

  • Figma limitations (no video or text field input support).

  • Focused on gathering feedback to see if the user understands how to navigate between screens.

Results

Results

The feedback received showed a sounding success.

The feedback received showed a sounding success.

Found the product to be intuitive and reflective of their needs.

Would prefer this product over what they currently use (Notion, system default phone app, physical agenda).

Did not have difficulty navigating between screens using the Figma prototype.

- Conclusion -

- Conclusion -

Feedback and reflection.

Feedback and reflection.

Final
Feedback

Feedback/ Next Steps

At the end of development, the class showcased all of the products each group created. We received a variety of feedback:

At the end of development, the class showcased all of the products each group created. We received a variety of feedback:

Reflection

What I learned

  • How to do a case study: Being my first official full length UX design project, I had the opportunity to build the fundamental skills through this project. Using double diamond design model for the design process helped us organize our design process and focus our efforts collaboratively.

  • Collaborating with a team in a UX context: Everyone has their own working style. Working with a team taught me to cooperate with everyone's different research and ideation styles, allowing me to grow as a designer. It also taught me how to effectively communicate ideas to my team in a way that they could all understand. 

  • Figma features: This was my very first full length Figma-based product that I designed. I watched a large number of tutorials on how to best use Figma's features that contributed to the overall success of the product's design and functionalities.

Areas for Improvement

  • Usability Testing: If I had more time I would've liked to do more usability tests to confirm if our user's needs are truly being met. While we have conducted user testing after the final prototype was created, I feel that we could improve upon the design by gathering a variety of users as well.

  • More Interactivity: I would also have liked to incorporate more efficient interactions in the Figma. Currently our prototype allows for users to click most buttons and navigate around the prototype, but due to our inexperience in Figma at the time, the prototype itself is not very efficient. 

Final thoughts

My teammates and I all agree that we've learned a lot about UX design from this project. This project was new and challenging for the group to adapt to, but I think we all tackled it well and the outcome is something we're all proud of.

My teammates and I all agree that we've learned a lot about UX design from this project. This project was new and challenging for the group to adapt to, but I think we all tackled it well and the outcome is something we're all proud of.

Reflection

What I learned

  • How to do a case study: Being my first official full length UX design project, I had the opportunity to build the fundamental skills through this project. Using double diamond design model for the design process helped us organize our design process and focus our efforts collaboratively.

  • Collaborating with a team in a UX context: Everyone has their own working style. Working with a team taught me to cooperate with everyone's different research and ideation styles, allowing me to grow as a designer. It also taught me how to effectively communicate ideas to my team in a way that they could all understand. 

  • Figma features: This was my very first full length Figma-based product that I designed. I watched a large number of tutorials on how to best use Figma's features that contributed to the overall success of the product's design and functionalities.

Areas for Improvement

  • Usability Testing: If I had more time I would've liked to do more usability tests to confirm if our user's needs are truly being met. While we have conducted user testing after the final prototype was created, I feel that we could improve upon the design by gathering a variety of users as well.

  • More Interactivity: I would also have liked to incorporate more efficient interactions in the Figma. Currently our prototype allows for users to click most buttons and navigate around the prototype, but due to our inexperience in Figma at the time, the prototype itself is not very efficient. 

Final thoughts

My teammates and I all agree that we've learned a lot about UX design from this project. This project was new and challenging for the group to adapt to, but I think we all tackled it well and the outcome is something we're all proud of.

My teammates and I all agree that we've learned a lot about UX design from this project. This project was new and challenging for the group to adapt to, but I think we all tackled it well and the outcome is something we're all proud of.

Thanks for dropping by! I hope you had a lovely time :) Let's keep in touch!

©Kaytie Lin 2024

Thanks for dropping by! I hope you had a lovely time :) Let's keep in touch!

©Kaytie Lin 2024

Thanks for dropping by! I hope you had a lovely time :) Let's keep in touch!

©Kaytie Lin 2024