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DURATION
ROLE
TOOLS
LOCATION
3 Month Internship in the Digital Media team
UX Designer and
UX Researcher
My Role on the team
During the summer of 2018, I interned at Disney/ABC with the Digital Media team that focused on revamping the DisneyNOW streaming service across the several platforms and breakpoints. I worked as an interaction designer alongside visual designers, motion designers and UX Researchers who conducted usability tests. Our team leveraged research insights to incorporate feedback into each design iteration.
Sketch, Invision, Abstract, Jira, Confluence, Pen & Paper
Worked at Headquarters in Burbank, California
Design Experience gained
I worked on several projects and gained experience mocking up wireframes for new feature- flows on Sketch across: Web, Mobile, TV and Tablet. Once approved, the wireframes I created were used as the primary source of information to support visual design and later translated into the live prototype by software engineers on the Front- End Development team. My involvement in this extensive process, from collaborating on the product requirements to wireframing the features to working with developers to launch features to the public, taught me the importance of user research to understand and communicate human needs.
{ THE CHALLENGE }
How can Disney collect age information for existing and new users in order to enable targeted advertisements?
Disney can not have ads on DisneyNow site because the company is legally restricted from advertising to younger age groups. Marketing teams are not able to target age specific ads to users above the age of 12 as such data is not collected. Hence, the design team's responsibility was to design a flow for both: existing and new users to integrate a question regarding age.
{ RESEARCH }
USER RESEARCH
USER RESEARCH
User Studies to test DisneyNOW features with kids aged 5-12
Conducing User Research to support design decisions
Our research goal was to identify how to collect data so that parents and children are comfortable with releasing data about their age. We also aimed to identify parts of birthday collection interfaces that are challenging to users between the ages of 5-12.
What were the findings? Based on our research, we found that parents and children would be most comfortable with a birthdate collection feature that ask users for their birthday in order to receive surprises/rewards. This simultaneously provides internal teams age-related information to target advertisements/features/rewards.
Building accessibility into the research and design process
After reviewing customer feedback on Web and Mobile, one pressing topic of concern was the inaccessibility of the platform’s content to individuals with disabilities as seen from a comment on the Apple App Store.
To solve for these accessibility issues, I built personas and conducted research on deriving a solution by planning out how the design and development teams could collaborate to enhance the accessibility by implementing certain features across different platforms.
ACCESSIBILITY STUDIES
My investigation of Disney's Accessibility across platforms
{ APPROACH }
Document
Our User Experience design process is based on elements of the Double Diamond, and the standard Interaction Design process.
Test
Sketching - We used these diagrams to synthesize the results from interviews and contextual inquiries.
Next, how are we going to integrate the Birthdate Collection feature into the User Flow?
Affinity Mapping - We used these diagrams to synthesize the results from interviews and contextual inquiries.
Paper Prototyping - We used these diagrams to synthesize the results from interviews and contextual inquiries.
Journey Mapping - Storyboarded the step by step journey process to help us empathize with our user group and keep our team focused addressing user needs.
Pageflows - Printed sequences of flows to inform the app infastructure
DOCUMENT: iOS vs. ANDROID
My role was to provide documentation through the wireframes and journey flow from the three entry points into age collection. I had to visibly differentiate the visual elements between iOS and Android and provide documentation so that developers + designers would be on the same page about flow. Users can either set their age when they create their profile, when they go into settings, or through a pop up. I focused on designing the tablet wireframes for the 3 scenarios. Entry Point 1: "Edit Profile", "Setup Profile" and "Create Profile".
Entry Point 1: "Setup Profile" Wireframes
Entry Point 2: "Create Profile" Wireframes
Design modification for existing users
If the users are currently existing users using the app, I designed this modal which would pop up asking to "Personalize the experience" and allow users to enter their birthday. Hence, the app aims to collect data on the age by asking users to enter their birthday. The visual and motion designers went on to designing birthday surprises.
Design modification for new users
Since the birthday collection feature goes into the Profile Creation that the user undergoes when initially creating an account, the flow diagrams had to be altered to integrate the changes. One challenge we faced was investigating the best default date to use at when the iOS calendar opens.
Documentation Tools
I used the Notebook Plugin on Sketch to annotate buttons to indicate to developers the functions and specific rules to maintain design consistency across the wires.
{ SOLUTION }
After completing the documentation, I collaborated with the visual designers to translate the tablet wires into visual designs. They took the infrastructure I provided and added, color, iconography and components. This was sent to them on Sketch and they worked on it using inVision. From there, it was passed on to the Design Developers to implement into the app.
USER TEST
We gave 8 users the task of creating an account, ensuring the user scenarios were realistic drawing from the user research previously conducted. My goal was to observe whether users understand how to locate content and within the app and engage with the user interface. This specific feature was tested by asking users to create an account when they first open the app.
PROJECT 2 MODELING SYMBOLS
Context: When ABC and Disney interaction designers to link actions on a remote with buttons on a screen, specifically on Roku, no standard documentation exists (in file or online) for the Roku remote and it’s gestures.
Goal: I used the apple remote as a guide to create the Roku remote mockup as standard documentation that can be inserted into dartboards when designing the Roku flows.
PROJECT 3 OPEN SOURCE FEATURE
Context: Disney does not accessibly display its open source content for the public to view.
Goal: to create a page within Settings > About that links into the application’s open source code for other developers/individuals to easily find and employ.