Thanusree S's profile

UX Project - Email Client App

Email Client App
Introduction:
This Project is to create an Email Client App using UX deliverables which includes user research, user persona, scamper, mindmap, sitemap, user flow, prototypes etc.
Process:

Empathize
Brief Summary
Before starting the user research, I have briefly summarized about Email client app for Mobile and Desktop, the target audience was 24-45 years because these audiences includes working professionals - office work, business and personal use.

User Research 
Structured (Survey)
It is a quantitative data collection strategy.​​​​​​​ Firstly prepared a set of the questionnaire using google forms and send to 60 people out of which 26 responses were received.
Questionnaire 
Responses
User persona
Semi-Structured (Direct Interview)
It is a qualitative data collection strategy. Before conducting an interview I have made a set of questions which can help me to know their reviews.
SCAMPER​​​​​​​ 
It is a lateral thinking technique which helps to explore new possibilities.
I have applied SCAMPER technique for Mozilla Thunderbird app where I was able to generate many ideas and add it in the design.
Define
To create an Ubiquitous desktop first approach email client app which is easy to use and navigate.
Ideate
Mindmap
It is used to generate, visualize, classify ideas and insights that provides design criteria. Based on the objective, I have created a mind map which included ubiquitous desktop first approach inputs, also added mobile and watch.
Sitemap
It is an overview of the Email Client App for desktop and Mobile.
User Flow
Its user’s movement through the App, mapping out each and every step.
Moodboard
It is a collection of various design at one place that helps me to analyze and generate a better design.
Prototype
Low-Fidelity
Wireframe
It is an skeletal representation of the design. 
Design System
It consists of design elements that can be reused in different combinations and gives a consistency to that particular brand.
Onboarding with Breadcrumbs 
It is an application of the "Zeigarnik Effect" in psychology. I have designed the app setup process using breadcrumbs which helps the user where exactly he is and how simple it is to start with the app 
Gamification
It is a game mechanics in non-game setting, to enhance the user engagement with product or service. So, I have used point and unlock system.

Point System
Points can be earned by using the app -1 point
For send emails, each and every time earns -2 Points
For unlocking each feature, customer need to earn - 20 points

Unlock
Unlock features like conversion tools, themes.
High-Fidelity
Ubiquitous Design (Desktop, Mobile, watch)
Desktop: It is a desktop first approach design, where all the features are designed accordingly.
Mobile: In mobile UI, added call and camera option which is not available in desktop.
Watch: In watch UI, user gets email notification, user can either check, star, trash or call by connecting it through phone.
Video
Desktop
Phone
Conclusion
This project was a unique experience where I gained knowledge about working with google forms, sending them to many people, receiving responses also in the Semi-Structured process, it was a good experience to interact with people, where I received many inputs from different people, which helped me to think in different way. Scamper, Ubiquitous Computing was new to me, but working on that gave me an overall idea about designing in a different way.

UX Project - Email Client App
Published:

UX Project - Email Client App

Published: