Understanding Forms

Ux Design Case Study - Design Sprint- Client Project

Commission Forms

Card based forms for easy comprehension

Friendly reminder: main points are highlighted for your convenience and user experience :)

QUICK SUMMARY

This case study is about creating a better way to fill out commission forms. So many of the forms we fill out are cumbersome and overly complicated. No one enjoys filling them out for that reason. Is there any way we can aim to fix that? Yes! through a card-based commission form that allows users to seamlessly submit commissions, navigate multiple ways, and eliminate traditional forms' cognitive load.

Cut the line & skip ahead to the final designFinal Prototype

Getting Started

CHALLENGE

The challenge is taking all the information needed in a commission and finding the post efficient way to categorize that information within the time frame of a design sprint. Forms seem relatively simple on the surface, but understanding what makes them work is a huge undertaking.

ROLE

I was the UX Designer and UX researcher who designed the entire app lo-fo prototype and had the product vision. I had a role in every process from discovery to development.

METHODS

How might we, do sketching, storyboarding, paper prototyping, user testing, low fidelity prototyping.

APPROACH

The approach will separate the week into 5 different objectives and have one objective each day. I will be following the steps of a design sprint which are map, sketch, decide, and prototype.

Problem

There are 3 main pain points I wanted to focus on in this case study

Solution

The solution is creating an easy-to-navigate commissions form. One that communicates information clearly and makes the submissions easy.

Day 1: Map

The first day in the design sprint was map. "How might we” (HMW) questions are short questions that launch brainstorms. HMWs fall out of your point-of-view statement or design principles as seeds for your ideation. Create a seed that is broad enough that there is a wide range of solutions but narrow enough that the team has some helpful boundaries.

Buildings

Day 2: Sketch

The second day of the design sprint was sketch. I found inspirations of commission pricing, what works in forms, and websites that I truly adore. From this activity, I learned that the best course of action was designing the forms in a card-based system for device compatibility and low cognitive load.

Buildings

Day 3: Decide

The third day of the design sprint is decided. On this day I decided what sketches I would move forward with and created storyboards. The storyboard is about the end user and the journey they follow when filling out the commission form.

Buildings

Day 4: Prototyping Part One

Day four was prototyping. This day I created a paper prototype and a LoFi prototype Mk.1. After making this prototyping I did some user testing to make slight changes.

Day 5: Prototyping Part Two

Day five was more prototyping. This day I created LoFi prototype Mk.2 and LoFi prototype Mk.3. I made iterative changes through each prototype.

User Testing

Usability testing is a technique used in user-centered interaction design to evaluate a product by testing it on users. This can be seen as an irreplaceable usability practice since it gives direct input on how real users use the system. After conducting testing patterns arose. These patterns would improve the overall design if implemented.

  • Make the forward button smaller.
  • Change from pages to cards.
  • Number the pages/cards.
  • More negative space.

Reflection

HOW DID USERS RESPOND?

Users' feedback was very positive about the final version. People enjoyed the progress from the first paper prototype to the final version. The card-based system was easy for users to understand.

WHATS NEXT?

Refining the current version and implementing the users feedback is the next step. Making a high fidelity prototype and implementing the form would be great.

WHAT DID I LEARN?

I learned a lot from this case study. This is the first design sprint I worked in and Was so productive. I was amazed at how quickly I made deliverables.

WHAT WOULD I HAVE DONE DIFFERENTLY?

I would have focused even more on accessibility. Taking into account other languages, color blindness, and screen readers should've been taken into account while making the prototype.

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