UX Design • UX Research • Project
Problem Space
Expected Goals
Planning methods
Contextual Inquiries
User Interviews
Task analysis
Persona Creation
Rapid Ethnography
Journey mapping
Affinity Diagram
Brainstorming
Co-Design
Sketches(6)
Wireframing
Hi-Fi Prototype
User Testing
Design Recommendations
Feedbacks & Evaluations
2nd-round Iterations
Analyzing Solutions
We looked into the existing products, solutions and creative ways in the range of problem space and analyzed the marketing/promotion events for new, rising student musicians.
Interview SessionsWe interviewed 5 student musicians, 3 from private and public universities and 2 from professional music schools to understand the current experience of student musicians.
Rapid EthnographyTo fully emerge into the musician's perspective, we hosted several rapid ethnography sessions to observe their creation and promotion process in a limited time.
After interviewing and studying student musicians, we grouped our findings into two categories. These insights helped us generate design ideas and solve problems.
Insight 1
Student musicians often find it difficult to attract more listeners on digital platforms, including Spotify and Apple Music, which significantly impacted their passion and discouraged them in ths career path.
Insight 2
Due to the COVID pandemic and limited sources, it is difficult for student musicians to perform on large-scale music events or street performaces to attract audiences.
Insight 3
Even if the student musicians have a 'hit' on various media platforms(e.g. Youtube) it is diffficult to attract the viewers or listeners to long-term subscribers and fans.
Insight 4
Starting a career in music industry, no matter which genre, is quite expensive for most of the people. It's not a long-term career option if they didn't have enough influences when they're graduated.
Insight 5
Most of the production and promotion resources are concentrated in few companies, creating a 'rich get richer' effect. For student musicians, it's difficult to get enough resources until getting first 'hit'.
Insight 6
While digital platforms have mostly replaced traditional ways of music production, new students musicians often find it difficult to get enough promotion resources on those platform.
Using our research findings and ethnography sessions, we created personas and empathy maps. These tools helped us outline a hierarchical task analysis, which we used to identify pain points and find ways to expand the influence of student musicians.
Before polishing those lo-fi prototypes, we presented them to the same group of student musicians we interviewed. Here's a list of the major feedbacks we received:
Attract the students on campus.Improvement: The new interface would be favorable and attractive to student in campuses - as they are the major potential listeners to new student musicians.
Matching with similar interest.Improvement: Giving the users to select their genre at the first time when they created their account. Priorities should be given to those with similar tags.
Balance between places.Improvement: The new interfaces would be optimized for both large-screen public displays, and a mobile-friendly interface that could be used as remote control or main interface depend on scenarios.
After getting user feedback, we chose a dual-interface design. One interface is for mobile devices, while the other is for public devices. The design emphasizes different genres to attract student listeners on campus.
To evaluate our designs, we conducted expert evaluations and peer review sessions. Ultimately, our team chose the most favorable design, which we named Boost.