SUMMARY

Designed interface for Ericsson's E1 media entertainment system, a console-based platform allowing users to play games, stream video, and connect and control IoT devices. Design included interfaces, animations, brand strategy, and user testing.

KEY FEATURES

  • Interface for "10-foot" TV viewing experience
  • Mobile designs for remote control app
  • Intuitive onboarding experience from unpacking to set-up
  • Brand strategy with future features roadmap
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    E1 system hardware

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    "Home" interface

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    "Game" interface

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    "Stream" interface

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    "Control" interface

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    "Connect" interface

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    DEVELOPMENT PROCESS

    RESEARCH & STRATEGY

    Since Ericsson's system covered a broad range of functionality, understanding our target audience and customer behavior was crucial.

    Competitive Analysis

    I conducted a competitive analysis of market trends and functionality across a variety of popular products in 4 areas:

  • Gaming
  • Streaming
  • Home Control (IoT)
  • "All-In-One" (products that cover all of these)

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    Personas

    Personas were defined with market research that covered a broad spectrum of gamers, streamers, social media users, and non-technical audiences. This broad range guided the development of the UI and UX, ensuring that it would have something for everyone.

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    Feature Matrix

    I developed a combination Feature Matrix / Feature Roadmap to help guide my subsequent interface design work, though we revisited this frequently throughout the project and adjusted our goals based on technical feasibility, project schedule, and shifting business goals of the client.



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    DESIGN, RAPID PROTOTYPING & QA - PART I
    (Core Functionality)


    For the first part of the project< I focused on designing the core UI elements in tandem with developers building prototypes to test functionality. I cycled through doing UI Design > Flow Diagrams > QA Testing across small, iterative sprint cycles.

    Rapid Prototyping & Live QA

    Working in an Agile process, we did rapid prototyping with multiple iterations of the UI as we developed it, QAing along the way. I created flow diagrams that incorporated screenshots from the live interface and submitted them to our devs for quick turnaround.



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    Bug Tracking

    As I conducted QA testing on the prototypes I was receiving, I maintained a spreadsheet of bugs and managed the status of bug fixes. I recommended using Jira, but one of our developers in Ukraine did not have access to the client's Jira board so we stuck with excel spreadsheets - more time-consuming, but still effective.



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    DESIGN, RAPID PROTOTYPING & QA - PART II
    (Smart Device Control Interface)


    As the core functionality proved to be feasible, I continued my UI Design > Flow Diagrams > QA Testing cycles, and focused attention on the complex IoT "Internet of Things" / Smart Device portion of the interface, designing all the methods for connecting and controlling smart devices.

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    DESIGN, RAPID PROTOTYPING & QA - PART III
    (Notifications & Settings)


    With the majority of the User Interface completed, I focused on the smaller functional details like Notifications and Settings. I established spreadsheets for tracking all of the instances of copy usage, including logging all the translations that we would have to do.

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    DEVELOPING THE "OOBE"

    At this point, the User Interface had been completed with minor QA fixes and bugs that developers had to address. I would continue to do other small updates to the interface, but the next key part was focusing on defining the experience for setting up the device.

    OOBE: Out-Of-Box-Experience (physical)

    Having finished the interface design work, my next task was to create an Out-Of-Box-Experience (OOBE) that would be engaging and intutive for customers from the moment of receiving the box to setting up the device and launching it.

  • OOBE setup screens on interface
  • "Quick Start Guide" printed and on-screen
  • On-screen support guides
  • Multilingual support

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    OOBE: Out-Of-Box-Experience (digital)

    OOBE setup screens were also part of the experience, featuring dynamically generated motion graphics.



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    GLOBAL USABILITY TESTING

    With the entire UI & UX of the product effectively completed, my final task was to develop a testing plan to fully test our product in 5 global audience markets. I worked with the team and client to develop questions and activities for test participants to follow that would gather feedback and provide enough data on KPIs that Ericsson wanted to focus on.

    Remote User Testing in 5 Global Markets

    With prototype hardware built and loaded with our completed interface, we moved forward with usability testing. Using Centercode, a remote usability testing platform, I developed a comprehensive testing plan that covered 4 weeks of testing for 5 global audience markets (English, Spanish, French, German, Korean). Testing included activities for each user to perform, post-week surveys, and a final exit survey. Supporting resources included multi-lingual FAQs and User Guides that I put together.

  • 4 weeks of testing
  • 5 global audience markets
  • Weekly activities with post-week surveys
  • Comprehensive exit survey
  • 50 participants total

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    Post-week surveys revealed key insights from participants:


    The Good
  • User Interface was highly rated
  • All-in-one system capabilities were an asset
  • System would have a net-positive effect on a customer's brand perception
  • 60% of customers would add product to a service plan for $10USD per month

  • The Not-So-Good
  • Third-party remote control was complicated
  • Launching separate apps is not appealing
  • Lack of universal login for apps poses a challenge
  • Hardware is unpowered for high-performance gaming

  • The negative aspects were always known issues, primarily related to hardware challenges. The lack of a universal login was also inherent to Ericsson's initial concept and something we knew could not be adequately avoided for security reasons, though we did explore leveraging Face ID logins as a universal method of accessing apps one time only.

    The positive aspects were generally expected, although it was a surprise that not only was there a willingness to purchase the system for a specific monthly fee, but that the system itself had an overall positive impact on improving brand percetion.

    CONCLUSION

    The project successfully made it through testing with positive feedback about the console's core abilities. Overall, the interface that we built was well-reviewed as being beautiful and intuitive. The user experience was carefully designed in key innovative ways:

    Complete Out-Of-Box-Experience

    makes setup intuitive and engaging

    Customizable dashboards

    for users to choose their apps

    Connecting IoT devices

    to make the interface more useful