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5e26299b4ff5e4e4c13bf199 - 12.8 Presentation
5e26299b4ff5e4e4c13bf199 - 12.8 Presentation
User Onboarding
Team Virgo
Ajaya Pournami, Animesh Gupta, Oliver Greive, Payoshni Kulkarni 1
Exploration
2
Problem Scenario
3
Problem Scenario
She clicks through the tutorials, and creates her first diagram.
4
Problem Scenario
5
Problem Scenario
?!
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Problem Scenario
7
Interview Insights
?!
● “These paywall pop-ups are very annoying and
they are don’t allow me to explore the
interface”
● “It feels like all they want me to do is pay.”
● “I’m not sure why this pop-up came up, I just
wanted to add a new shape to the template.”
During our interviews we recognized that people are getting frustrated with the same issue.
8
User Research
9
HYPOTHESIS:
After synthesis of our data we speculate that users are more willing to pay for premium features if they can
successfully complete their diagramming process without being interrupted by the paywall
10
Ideation
11
How we define onboarding
1 2
12
Design Principles
1 3
2
Learning through Create value & emotional
To motivate and support
exploration investment
We feel that a task based metric If the user is allowed to have an The user should be motivated
instead of a time based metric uninterrupted diagramming and supported throughout the
would provide enough time to get process, she will find value in the diagramming process. This will
familiar with the interface product and therefore be have the user be invested in the
irrespective of their background emotionally invested in the product.
and experience product.
13
Task List Visualization
COMPLETE
14
Novice User Scenario
After 2 weeks
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Expert User Scenario
After 1 week
16
Achievement Badges
Our user research suggests that if users are externally motivated during their diagramming process there is a better chance of
successful onboarding. The achievement list will act as external motivation to finish the diagram
Yes! I can
effectively use
Lucidchart for
tomorrow’s
presentation
17
Exemplar
Steam Badges
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Exemplar
LucidChart
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Exemplar
Spotify
20
Exemplar
Rhino
21
How does gamification work with task based approach
22
Recommendation
23
Mockups
24
Mockups
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Mockups
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Mockups
Milestone Pop-up
The Milestone popup will be a user
interruption which will inform the
user about the tasks completed,
demonstrating he is getting proficient.
Milestone Paywall
Pop-up
The milestone will transition
into a prompt for user to
upgrade to premium tier.
The popup will also provide the
user the option to continue
diagramming but with a
watermark.
27
28
Considerations
Viability: Feasibility:
29
User Testing Goals
To understand if diagramming without interruption will motivate the user to pay by:
30
MVP
31
MVP
32
MVP
33
MVP
34
MVP Testing
Screen Sharing
for pop-up
control
35
Testing Takeaways
The time constraints of testing made it difficult to fully simulate time-based onboarding
Participants tended to repeat tasks, suggesting the need for a comprehensive scoring system
36
Our Takeaways
What we learned:
- The importance of reframing the question: there are many definitions of ‘onboarding’
- There’s no clear process when it comes to exploring a design space.
- The importance of user story to humanise the problem and to be able to relate to it.
- Finding subjects to test our design with was harder than we thought.
- Conducting interviews too was a learning process as we sometimes asked leading questions.
37
Pournami’s Takeaways
What we learned:
38
Animesh’s Takeaways
What I learned:
- The problem frame of onboarding that we redefined helped us understand the importance of doing
problem framing in a proper manner
- We realized that different team members have different perspective and that having a coherent
understanding of the process needs to be really important when it comes to having a functional group.
- Resolving team conflicts was one of the major learnings that I had with this project.
- Jumping in with solution first approach is not the best method to explore a design prompt, sometimes
we had to take a step back and relook at how we define the problem frame so that we get a better
output.
39
Payoshni’s Takeaways
- There are varied types of qualitative data, and not all the qualitative data is relevant.
- Choosing data that is important and relevant to the design process and to discard the other
- Design principles are not definite and meaningfully iterated
- A good design is an amalgam of varied constructive ideas, however not all ideas are productive or
feasible
40
Oliver’s Takeaways
- Deduction will only get you so far – logic is helpful in certain scenarios, but adopting a
collaborative, playful, and open-ended mindset will deliver more interesting results
- Fast-paced, cheap solutions are more helpful in the long run than drawn-out concepts
41
Appendix
42
Appendix 01
User Stories
43
User stories
For the user stories we drew from the diverse professional experience in our team. This gives us clarity and
understanding of user problems
Lucid charts help me to Lucid charts can aid us in Lucid charts enabled me to
visually represent designs deconstructing complex systems design the structural workflow
to clients and manage to give our management and of articles that helped in training
projects effectively. design teams insights about new journalists.
development process.
44
User Mapping
45
User Stories
46
Link to the diagram: https://drive.google.com/open?id=11M916m8d0Rrm0IgErDFLZWwv_rOymGE3
User Stories - What we did wrong
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Appendix 02
Our Onboarding
Experience
48
Our Onboarding Experience
The search function and the feature find function does not behave according to user intentions, as the functions of both these
buttons seems to be similar at first. The feature find’s location is not easily visible.
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OUR ONBOARDING PAIN POINTS
Confusion managing text
with other elements
No status of Ambiguous writing,
onboarding progress unclear expectations
Fast transitions
Difficulty entering text
No BACK button
within objects
50
Insights from onboarding experience
51
Appendix 03
Research Methodology
& Questions
52
Research Methods
53
Sample Interview Script
● Diagram the venn diagram of common interests between you and your friends and your family
○ Understanding shape manipulation, template use and how people use lines, borders, and colors
to differentiate shapes
● Diagram a flow chart of how would you turn on a computer
○ Understand the use of lines and shapes, if the use of flowchart shapes is clear
○ If the user can manipulate the diagram elements easily
● Create a new account and diagram a simple mind-map
○ Understand the onboarding experience of the user
○ Understand how efficiently can a novice user diagram
● Make an entity relation diagram for a website
○ Understand how a intermediate user uses an interface to diagram a complex entity relationship
diagram
55
Why we followed this methodology?
Onboarding (SEE) / Have the participant think out loud while going through the onboarding process
● What are your first impressions of this website?
● Was anything frustrating or confusing?
● What are your first impressions of this website?(after onboarding process)
● What did you encounter during onboarding?
● What caught your attention during onboarding? Was anything frustrating or confusing?
● Do you read the comment on the loading page
56
Why we followed this methodology?
Usability (DO)
To comprehend the user’s process, view his frustration and sense why is he frustrated even while doing the most basic things
like drawing shapes, arrows, etc.
57
Why we followed this methodology?
Reflection (Feel)
How regularly do you see yourself using this product? (for a week, month, semester etc.) why?
Do you see yourself using LucidChart to collaborate on projects like you would with Google Docs or a similar tool?
To see if the user liked the software, if he would come back, if the overall experience was good, and why was it good?
To understand if the user’s process has changed across time and other constraints.
Why is not onboarding process engaging enough?
58
Why we followed this methodology?
Information Architecture (THINK)
● Can you access the tools you needed to make your diagram?
● Let me watch what you would do to find help or tutorial information.
● Do you think the tools in the sidebar are organized well for what you want to do?
● Do any elements or icons not make sense on the toolbar?
59
Appendix 04
Research Findings
60
Quotes from the interviews
“I skipped tutorials because I like learning on the go and the tutorial bored me”
“I identify as a software engineer and a ux designer” (When the interface asked to choose who the user is,
“teacher, student, etc)
“These paywall pop-ups are very annoying and they are hiding the interface”
“I don’t want to use all of it’s features, but I'm okay getting what they are providing in the free tier”
61
General Findings
62
Appendix 05
Analysis of Data
63
NPS Data
Promoters
Passive
Detrators
We categorized the NPS data to understand the plus and pain points of users. This was done
searching keywords in the data.
64
Quantitative Data
65
Quantitative Data
66
Insights from Data Analysis
67
Appendix 06
Our Journey
68
Our Design Rationale
69
Our Design Journey
Initial
Reiterated
70
What We Did Differently
Interview
Group activity Reverse thinking
Methodologies
- The first methodology - Dedicating time to play with - Solutions were explored
focused on emotional the software every week to during discussions which
experiences and gain newer insights went tangential
expressions. - Reiterating the user stories - We worked backwards
- The second focused on as we progressed (and arranged our slides
user tasks to understand
accordingly) to
usability problems.
understand the crux of the
problem we are solving.
71
Where We Went Wrong
Incorrect
Dead End Analyses Hypotheses
It's difficult to understand user It became difficult to understand Many questions we asked felt
experience problems with the user experience by asking like they led participants down
usability problems arising first ’how do you feel using this tool’ as a certain line of thought
it made participants feel
uncomfortable
73
Appendix 07
HYPOTHESIS:
After synthesis of our data we inferred that users are more willing to pay for premium features if they can
successfully complete their diagramming process without being interrupted by the paywall
74
Problem illustration
‘I’m not sure why this pop-up came up, I just wanted to
add a new shape to the template’
75
Problem illustration
When 60
objects are
added to the Youtube tutorial
canvas free shown is 20
users are not objects which is
able to access never
the shape communicated
toolbar. to the user.
76
Reason for Inclusion
77
Appendix 08
HYPOTHESIS:
Users expectation of intuitiveness is based on previous interactions with softwares. Lucidchart should try
to understand this and cater to it by creating its tool more contextual to it.
78
The icons highlighted
are not easily
noticeable especially
the feature find
79
I expected the overflow menu to work exactly like
microsoft office, no wonder I couldn’t find the arrange
option
80
Reason for Inclusion
81
Design Exemplars: Contextual Tools
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Appendix 09
HYPOTHESIS:
We believe new users will be retained if the they can successfully achieve
diagramming by learning the tools faster and efficiently with the help of interactive
learning.
83
Reason for Inclusion
Users have
trouble learning Users continue Problems with
basic tool set like to have issues basic tool set
shape, lines, with help and persist even
adding colour. feature find after 3-6 months
84
Design Exemplar: Interactive Tutorials
Link : https://www.google.com/doodles/44th-anniversary-of-the-birth-of-hip-hop 85
Introduction
86
Process
Concepts - Each of us brought together points from the above activities to create
novel design concepts
87
Appendix 10
Personas
88
Daffy Duck
Influencing Factors:
- Short-tempered personality
- Accessibility concerns (manual, voice)
- Familiarity with technology
Needs Obstacles
- Brainstorm gift ideas for his nephew - His feathery hands make it difficult to use a
- He needs Lucidchart to address mouse and keyboard
accessibility and usability concerns - His lateral lisp makes voice interactions
more difficult
89
Image source: cartoonbucket.com
Samantha
Influencing Factors:
Needs Obstacles
- Visualize the long and short-term - She has many demands on her time and energy
strategy for her business - She has a low tolerance for ambiguity, and is
- She needs Lucidchart to be easy to willing to shop around until she finds the right tool
learn in as little time as possible
90
Image source: mostvaluablenetwork.com
Robert
Influencing Factors:
- Factors
Larger-than-life
that influence
personality
behaviour such as
- No managerdemographic
- Lack of money
Needs Obstacles
91
Image source: clipartkid.com
Appendix 11
92
Redesigned for Smart Cities
Display charts in public Google maps and Lucidchart Google Maps Nested view of the city.
places to build community, partner and make a diagram Creating a route specific to Where you can move
share history, show of the city highlighting areas the user and their between different layers of
schedules where riots are happening understanding. detailed view
Illustrate mail routes, repair An AI interface embedded in Illustrating routes in the Pipeline connectors to show
schedules for citizens Lucidchart and Google maps form of diagrams. flow of data(Diagramming
Show personal mind maps on that predicts the user’s day This will be helpful in places with spatial and temporal
shared display surfaces, and moods and gives where in the routes are component )
show your status, schedule, suggestions to visit coffee complicated
mood shops,bars etc through a
mood board or mindmap
93
Redesigned for Smart Cities
- Lucidchart can pan into a wide range of audience and that audience can want to diagram anything. For
eg, right now there are no templates for environmentalists, doctors, nurses, smart city planners,
lawyers etc.
94
Redesigned for Video Games
Diagramming personal Having a “mario” like game To have a tutorial of a game A fun ending screen which
gaming history, to share for teams before they begin in Lucidchart. gives a sense of
in-game progress like to collaborate on high accomplishment and
rankings and achievement priority projects to inspire To create cheat sheets with satisfaction
trust among the team and Lucidcharts.
Make associations and build reduce stress Just in time tutorials like
comfort for younger user To use Lucidchart as a game. Monster Hunter
base A theme based usage of
Lucidchart. For eg, if the user Gamification of tutorials
selects ‘Harry Potter theme’
he will get everything except Mapping shortcuts to a
the essential tools in that radial wheel for easy access
theme and he will be more
engaged Diagramming to make levels
for video games
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Redesigned for Video Games
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Appendix 12
Concepts
97
Concept 1
98
Concept 1 Design Principles
99
Concept 2
100
Concept 2 Design Principles
What is the concept?
A lot of people are visual thinkers and comprehend information better when it is portrayed visually.
Often people are confused if they are thinking in the correct way about the information they consumed.
Hence, if people are able to just load information into Lucidchart’s newly updated AI interface which will then diagram
intuitively for the user. The user will be satisfied, and would feel confident about his thinking because of Lucidchart.
101
Concept 3 - Make Lucidcharts like paint
Why?
Lucidchart could be more than a data visualization platform.
The idea was to broaden the user base to kids and help them learn diagramming.
The idea also helps users not feel intimidated with the software by letting them use it in a context other than
data visualization.
102
Concept 3 - Make Lucidcharts like paint
Simple layout and toolbar
Exemplar of the idea helps users to understand
the options available.
103
Concept 4 - Nested Diagramming
Why?
Easy to show high-level ideas and detailed view at the same time
Helps you show map the progress made so far in terms of research about a topic
Helps communicate complex ideas which would otherwise require multiple graphs and diagram to get the
point across
104
Concept 4 - Nested Diagramming
105
Appendix 13
UI Feature
106
UI Feature
107