A User Experience Designer
#InclusiveDesign #Research
" I come from a willingness to understand and to connect."
My inspiration to design great products and services is rooted from my particular journey that I will share with you now and I hope it will allow you to get to know me a little better.
The Beginning
I was born in Martinique and grew up in London before living in three different U.S. cities. Being a rolling stone has its pros and cons but I remember and cherish mostly the pros.
The Challenge
Around the age of 5 I was diagnosed as dylexic. I struggled with reading, writing and spelling at school. Luckily for me, my mother who is a speech therapist gave me a tailored education such that for the most part it reduced the difficulty that I would have otherwise experienced in a generic educational setting. I am grateful to her and my family who have been, and continue to be, an incredible support system.
The Learning
Being dyslexic, alongside my travel and education in different settings has helped me to understand the challenges neurodiverse individuals face digitally. It has become my mission to make inclusive digital experiences that consider all users especially those with cognitive impairements. I have gained the insight of different preferences which make individuals unique and how creatives can tailor their designs and strategy so that every product provides all users with a similar experience. This can be achieved by incorporating smart features and accesibility settings that can interact with modern browsers and interfaces to give a rich experience for all users.
For my MSc dissertation at Kingston University (UK), I combined my interests of inclusive design with education and created an app called IncluClass which you can check out below. The project delves into multi-sensory digital teaching methods that can be adapted to engage with users who have different attributes and learning styles.
My Experience
I have 2 years of UX experience and 3+ years of art direction/visual design experience. I have worked for agencies in the UK and USA producing deliverables for a range of clients including global multinationals and independent small businesses.
What does UX design mean to me?
It means understanding user journeys, creating software solutions to everyday problems, creating features based on market research and trends, and iterating the prototype based on user feedback but most of all, it means making users feel considered, respected and thrilled.
Brands I've worked with
My Projects
Recent Blog Posts
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Get in Touch
Feel free to use this form for enquiries regarding my professional work this may include collaborations, advice or feedback.
VR FESTIVAL TOUR
Reshaping how people can explore Africa's travel destinations and events by using Virtual Reality technology.
Project : VR Tour of Chale Wote Street Art Festival
Role : UX / UI / Researcher
Device : HTC Vive
Timeline : 4 months
Type : Travel and tourism
Tech : Virtual Reality
Credits : AfricaOracle, Wote Chale Festival, Kingston University London
AR Shoe App
Explore a new way to shop for shoes online using Augmented Reality (AR) immersive features that have the potential to lower customer return rates.
Project : SNRKS APP Redesign
Role : UX/UI/Researcher
Device : iOS mobile
Timeline : 4 months
Type : eCommerce, retail
Credits: Nike, WANNA KICKS, Kingston University (London)
IncluClass
IncluClass is an accessible university communication platform for all students. It is amplified by voice recognition and gestural recognition features.
Project : IncluClass
Role : UX / UI / Researcher
Device : IOS mobile
Timeline : 5 months
Type : Accessiblity, inclusive design, multi-sensory
Tech : Voice recognition, gesture recognition
Credits: Kingston University (London)
Project Summary
This project aims to impact the tourism industry in Ghana by motivating potential local and global visitors to learn and experience Chale Wote Art Festival and other cultural attractions that Ghana has to offer by using VR technology.
The initial idea for the project was proposed by Joyce Saprong, the founder of digital consulting agency AfricaOracle who use emerging technologies to cultivate tourism in Africa.
Problem
Market research conducted on 24 participants and the African Tourism Report 2018 revealed the following issues :
"Travellers hesitate to visit Africa due to the lack of positive recommendations."
Solution
VR tours can inspire people to explore African destinations following an initial experience whilst in the comfort and security of their own environment.
Main App Features
360 videos
Our approach to each 360 scene has been to create an interface that feels as natural and intuitive as possible. Aesthetically we have focused on bringing the festival to life through sight and sound.
Interactive DJ Booth
The DJ booth is a fun and interactive way to get the users engaged. The two records can be picked and dropped on the two turntables. There are helpful instructions to make it easy for the user to interact with the DJ booth.
Interactive Graffiti Wall
The graffiti system works with the HTC VIVE controllers. If the user is near a wall they can pick up a grafitti can which will automatically spray a colour.
Avatar
The avatar is used as a tour guide to accompany the viewer throughout the VR tour.
Target User Relationship
Several tourism stakeholders including private companies and government bodies will be able to facilitate their interests and deliver them to the target audience using the VR tour app.
Service Map
The app can act as a marketplace representative of the destination with different stakeholders being able to achieve common goals by previewing their offerings at the same time to a prospective visitor.
User Personas
Click sliders to see more
User Journey Map
User storyboard
Competitive Analysis
This analysis examines 3 other apps replacing traditional services by use of Virtual Reality.
It is notable that most VR services providers used Google Cardboard as their VR solution due to its low cost.
Project Goals
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Allowing perspective tourists to virtually explore Wote Chale Festival in Accra
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Using 360 video and 3D elements to showcase the festival
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Using interactive scenes throughout the tour to engage users such as: spraying graffiti on a wall and playing in the DJ booth
Design Approaches
The moodboard helps to visualise the assets and design style before developing the VR experience.
3D Wireframing
Wireframing for the VR interface was achieved using Google Blocks
Scene Navigation
A navigation menu was created to keep the application organised and easy to use enabling the user to navigate the application properly. The navigation of the application can be modified based on location/country.
Project Summary
This project explores how an immersive and interactive retail shoe app can motivate first-time consumers ' path to purchase.
The project is a redesign of the Nike SNKRS app. The original app is now enhanced by an Augmented Reality (AR) changing room which allows the buyer to try on shoes as part of the shopping experience.
Problem
A Guerrilla Usability Test conducted on 4 Nike customers on their experience whilst shopping for shoes online and via apps revealed the problems below.
The main problems discovered are :
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Difficulty perceiving shoe fit on eCommerce apps
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A need for more interactive and immersive ways to view products online
Solution
To create an application that brings a real life experience of shopping to virtual retail by utilising Augmented Reality and Voice Recognition on the app.
Main App Features
The main emerging technology features include a Voice Assisted chatbot, Augmented Reality product view and shoe size finder
Target Demography
The app is suitable for :
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Users who want to preview exclusive trainers in AR
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The trainers enthusiast community
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Gamers
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Ethical consumers
User Personas
Click sliders to see more
User Journey Map
User Task Flow
The task flow details the steps of the end-user from opening the app to adding the shoes to their basket. Based on the results, they were three areas highlighted where the user showed most frustrations, and summarised three high priority pain points.
Competitive Analysis
This analysis examines 5 specific competitor apps in the m-commerce market which provide an insight of AR based retail apps offering in-app purchases and chatbot features to engage new types of users.
Project Goals
Project Method
A 'design thinking' (user-centred) approach research method was used. The major themes explored are user engagement and gamification.
Research Activities
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A survey was chosen as an early research tool with the intention to gain general insight on users' behaviour during online shopping (6 users responded).
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The valence test was conducted with 5 participants over five tests the two needs consistenly for all participants were competence and autonomy.
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The co-design activity was carried out with a HCI engineer and an end-user.
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The system usability scale (SUS) was carried out at a later stage. 10 question Likert scale, subjective evaluation of the app's usability.
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The Expert Review was carried out by 1 user experience designer and 1 senior UX designer. The reviewers identified strengths and usability issues.
Research Feedback
The following 'Pain Points' are issues discovered from the research.
Pain Point 1 : Inaccurate fit
"I see models wearing the shoe and it looks fantastic on them. They don't look the same on me"
Solution
To use AR as a tool for users to accurately visualise the shoes on their feet allowing for a better informed decision before purchasing the product on the app.
Giving the user the freedom to visualise a variety of shoe styles and colours with 3D models up close in an environment of their choice.
Pain Point 2 : Sizing
"When shopping for shoes online I get annoyed by how hard it is to get the correct shoe sizing"
Solution
To create a 'find size' feature that virtually measures the users' foot and suggest their shoe size accurately before purchasing.
UI Style Guide
The design and branding remained consistent with the original Nike SNKRS app style. A new set of icons, buttons, illustrations and other UI components were added for this project.
Typography
Colours
Iconography
UI Elements
Illustrations
Buttons
Components
Try out the app for yourself
Demo
Project Summary
Exploration of accessibility involving digital tools for education with the focus on an inclusive multi-sensory app
Problem
The lack of accessibility for all users with diverse limitations that may be :
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Permanent
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Temporary
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Situational
Solution
To implement accessible multi-sensory design features and tools with an app, using an inclusive design approach to support the diverse limitations of as many users as possible
All users can benefit from robust, high quality interface design
(Microsoft, 2018).
Main App Features
The main multimodal features include voice and gestural recogniton
Target Demography
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Students from 16 and over
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Impaired including : Cognitive, Visual, Hearing, Motor and Speech
User Personas
Click sliders to see more
Competitive Analysis
This analysis examines 7 of the most popular learning, education and communication apps for 'inclusive' features. It was discovered that most applications did not possess Gestural Recognition and detailed app Walkthroughs.
Project Goals
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Create and app suitable for use by individuals with permanent, temporary and situational limitations
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Include multimodal features such as voice and gestural recognition
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Add gamification as a tool to increase app engagement
and personalisation -
Receive expert reviews and feedback to enhance accesibility
Guidelines and standards
Web Accessibility Guidelines (WCAG) 2.1/2.2 provide digital features in support of various users who are affected by one or more disabilities
Research Method
A thematic analysis approach research method was used. The major themes explored are accessibility, inclusion and multisensory methods.
Frameworks & Affinity Maps
Click sliders to see more
Research Activities
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An early survey with augmentative and alternative specialists (AAC) (8 responses)
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2 prototype expert reviews (with an Accessibility Specialist and an Inclusive Design UX specialist)
Research Feedback
The following a11y 'Pain Points' are issues discovered from the research.
Pain Point 1 : Select by touch
"consider that users with motor issues cannot select small buttons and icons on screen"
Solution
Use of one-tap interactions and large buttons for users with motor issues (WCAG 2.2, 2020). IncluClass utilises large buttons and icons for its menus.
Pain Point 2 : Font Size
"can't always see on apps because of the font size"
Solution
Increase the font sizing on the app (WCAG 2.2, 2020) or use of the magnifier.
Pain Point 3 : Design Clarity
"not all the design elements on the app interface are obvious to all"
Solution
Use captions and heading indicators under an icon or image to improve readability and understanding (WCAG 2.2, 2020).
Design Approaches
Agile process alongside the user-centred design and inclusive design approach were applied for this project.
UI Style Guide
Primary colours and readable fonts were chosen in accordance to a11y guidelines ensuring that all users can easily view and understand the content.
Logo
Typography
Colours
Primary Colours
Accent Colours
Neutral Colours
Gradient
Iconography
UI Elements
Illustrations
Buttons
Components
Demo
Try out IncluClass app for yourself.