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DOODLEVERSE

SUMMARY

Doodleverse is an app aimed to help people who are interested in learning how to draw. It provides easy and quick access to comprehensive lessons and a learning process that allows for imagination and growth. 

TIMELINE: 12 DAYS

ROLE: SCRUM LEADER, USER RESEARCHER, USER TESTER, INFORMATION ARCHITECT, DESIGN CONTRIBUTOR

 

TEAM: SEAN WARD, BRYNA O'NEILL, JAE EUN KUM, AND TALIA SALTZMAN

TOOLS: COMPETITIVE/ COMPARATIVE RESEARCH, SCREENER SURVEYS, USER INTERVIEWS, USABILITY TESTING, AFFINITY MAPPING, DESIGN STUDIO,  PERSONA DEVELOPMENT, FEATURE PRIORITIZATION, USER JOURNEY DEVELOPMENT, TASK & USER FLOW, SKETCH, INVISION.

RESEARCH

Our research, using a screener survey, indicated that adults have an interest in drawing and believe that it is learnable. So what was holding them back? Why did only half of our users say that they could draw? Was it lack of learning structure? Lack of ease? Lack of confidence? In the next steps in our user research we wanted to uncover the gaps between users' want to learn, their perceived ability, and the reasons why they wouldn't move forward in the process. 

USER INTERVIEWS

10 USER INTERVIEWS

6 INTERVIEWS ABOUT ART MAKING

4 INTERVIEWS ABOUT CONFIDENCE

CAN YOU DRAW?

YES 56%

Do you have an interest in learning how to draw?

YES 75%

Do you think drawing is learnable?

YES 97%

AFFINITY MAPPING

They value art as an outlet and an alternative way to communicate
They see drawing as being learnable and democratic
Barriers to development: confidence, need a certain amount of skill, time
In their art instruction they need guidance, visual examples, a step-by-step process, and the ability to share their work. 

SYNTHESIS

As a result of our interviews and affinity mapping, we found a common cycle that users took when learning a skill. This cycle was the ideal path that a user would take if the factors were conducive to their learning process. We called this the Creative Confidence Cycle.

AFFINITY MAPPING

Using these insights, we created a user persona to represent the people that we interviewed. This helped us understand who we were designing for.  

DAMIEN | 29 | RETAIL MANAGER

NEEDS

 

A LEARNING TOOL THAT CAN BE ACCESSED EVERYWHERE

ENGAGING LESSONS THAT INSPIRE HIM TO RETURN

A WAY TO ASSESS HIS PROGRESS

FRUSTRATIONS

FEELS UNMOTIVATED BY HIS PERCEIVED LACK OF ABILITY

ART CLASSES DON'T FIT INTO HIS SCHEDULE

HE DOESN'T KNOW WHERE TO START OR WHAT TO LEARN

GOALS

FIND AN INCLUSIVE COMMUNITY OF ARTS LEARNERS

MORE TIME TO PURSUE HIS ARTISTIC IDEAS AND CREATE ART

GET POSITIVE AND CONSTRUCTIVE FEEDBBACK

PROBLEM STATEMENT

CONTEXT

PEOPLE FEEL THAT THEIR CREATIVE LEARNING IS MOST EFFECTIVE IN STRUCTURED ENVIRONMENTS WITH GUIDED INSTRUCTION, BUILDABLE ELEMENTS, AND FEEDBACK.

USER PROBLEM

ADULTS WHO HAVE CREATIVE INTERESTS BUT LACK CONFIDENCE IN THEIR ABILITIES HAVE DIFFICULTY ACCESSING THESE STRUCTURED ENVIRONMENTS TO PURSUE THEIR INTERESTS.

OPPORTUNITY & GOAL

HOW MIGHT WE CREATE A DIGITAL TOOL THAT PROVIDES STEP BY STEP INSTRUCTION ANYWHERE AND BUILDS CREATIVE CONFIDENCE?

TASK FLOW

We created a task flow or "happy path" to demonstrate the ideal path that Damien would take through our app. 

LOW-FI USABILITY TESTS

Our low-fidelity prototype sought to implement these essential features into a simple, cyclical flow. A user selects a lesson type through a drawing they are inspired by. Users are then encouraged to share back to the Doodleverse community to inspire others. 

FINDINGS

4 USERS

EASE OF USE: 3.75 AVG

ENJOYABLITITY 5 AVG

4/4 USERS SAID THAT COMPLETING THE TASK MADE THEM WANT TO DRAW MORE

ALL USERS CONFUSED BY "TAGGING"

3/4 USERS DESIRED AUDIO WITH VIDEO

MID-FIDELITY SCREENS

PROTOTYPE

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