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1. Project Overview

This project overview brings together the results of my thesis work, a joint effort with Madalina Chelaru.

Our primary focus is on audiophile.dk, a hi-fi audio retailer known for providing premium sound products via both its online platform and physical showrooms.

This project adopted a Human-Centered Design approach, including substantial User Research to inform decisions made during the development and definition stages. This way of thinking was compatible with the Double Diamond and Design Thinking approaches.

Initial initiatives included conducting surveys and interviews to analyze problems. Models were created by combining insights and in the end, a HiFi Prototype was created by prioritizing user demands and conducting usability tests.

ROLE

Product Designer

User Research, Interaction, Visual design, Prototyping & Usability Testing

OCTOBER - DECEMBER 2022

2. Problem Definition

We discovered from our user studies that a lack of understanding of the operational components is the primary contributor to user difficulties.

In this context, it refers to, among other things, knowing how HiFi items connect and which characteristics are important to take into account when buying new audio equipment. In short, people report feeling overwhelmed by the amount of technical information regarding audio equipment.

They want clear answers to their complex questions. Therefore, it was our responsibility to respond to the following question:

“How can the team create a digital concept that will help audiophile.dk deliver added value to the customers by easing the research and buying process of audio gear?”

3. Project Delimitations

Several significant delimitations have been identified when defining the scope of this project but here are the most important ones:

1. Limited Expertise in Audio Parameters: We acknowledge our limited expertise in audio system characteristics and requirements. This realization steered our focus on comprehending HiFi through mental schemas and personal associations. These constraints ensure that our project properly makes up for its context and constraints.

2. Data Collection Scope: Information concerning audiophiles has been sourced primarily from Reddit groups.

The constraint of unavailability of data from the primary stakeholder, Henrik Berg, the founder of audiophile.dk, led to the exploration of alternative sources.

The task of gathering data on local Danish audiophile communities was hindered by their distinct niche focus and limited data accessibility.

Therefore, a global uniformity assumption was used, which stated that the procedure for buying audio equipment and the problems experienced by audiophile users are universal. As a result, the user research phase was founded on data that was accessible globally.

These boundaries provide the constraints that this project is carried out, ensuring an in-depth understanding of its setting and limitations.

4. Discovery Phase

To get to the bottom of the problem, we conducted a number of desk research analyses and methods, such as:

  • Business Model Canvas

  • Stakeholder Analysis Matrix

  • Jobs to be done

  • Brand Identity Matrix

  • UX Competitor Analysis

  • Netnography

  • Ethnographic Field Visits

  • Qualitative/ Quantitative Data Collection

Our initial goal was to gain a deeper understanding of the current business value propositions in order to identify potential areas for improvement.

Afterwards, investigating the world of audiophiles was therefore essential. To make something truly meaningful, we tried to comprehend their distinct characters and we divided our work into two separate streams — Business Analysis & User Research — as a result of this endeavor. Here is what we found:

Business Analysis
• The guiding ideas of audiophile.dk prioritizing customer satisfaction, offering direction, and ensuring product/service trust

• audiophile.dk's current business strategy: distinctiveness focus targeting niche market, providing authentic products

• Prominent competitors (such as HiFi Klubben and B&O) highlight cutting-edge features: AR apps, visual breakdown, and 360-degree product  visualisation
User Research
• Audiophile target: mainly affluent men interested in movies, music, tech

• Users detail-oriented about specs for top sound quality

• Auditions not essential; reviews often influence purchases

• Common audiophile issues: enhancing setup sound, gear placement (room treatment), product choice without auditions

5. Defining Phase

In this stage, we reached the essence of the problem and discovered a possible market gap. Only a few solutions addressed the issue of speaker placement or provided advice on appropriate product pairings for a suitable setup.

As a result, at this point, early ideas for possible solutions started to take shape.

For better understanding of the methods we used in this process you can take a look at our Figjam File down below:

See figjam file

6. Development Phase

The goal of this phase was to expand the initial ideas further, create a minimum viable product, and quickly start testing to get more user input and insights.

After gaining a clear understanding of the idea once tested, we proceeded to sketch the solution. Subsequently, we developed an activity diagram and a flow diagram(see in Figjam) to comprehend the app's primary functionalities. This information was then integrated into high-fidelity wireframes, followed by usability testing.

You can see the most important parts of the wireframes down below, before implementing the changes after the testing:

See hi-fi prototype

7. Delivery Phase

During the delivery phase, which was centered on the second iteration of our solution, we made adjustments in response to the learnings from our initial usability test, which was carried out on the wireframe prototype.

To build the final prototype, we created mockups and improved key flows simultaneously. After completing these procedures, we tested again to make any necessary adjustments and guarantee the best possible user experience.

Down below you can see some of the most important mockups that defined this process.

Onboarding Flow

These 3 screens present the onboarding process on the app.

The 1st screen to the left is a splash screen animation that showcases a "beating heart".

The 2nd screen is a short introduction for the app and the world of audiophiles.

Lastly, the 3rd screen is a generic log in/register screen.

Room Plan Flow

Here is where the main flow starts, with the "Room Plan" screen.

You are presented with some instructions how to use the features, and for similar reasons you also have the option of the "Sample Room".

The Sample Room feature, in this case presents an editable menu and the products that are available in this plan.

Lastly you have the option to "Add a new room". This features allows the user to create their own plan.

Selecting Room Type

Moving forward in the process, the user must specify the type of room they intend to create.

This choice can significantly influence the resulting sound quality.

The menu for this selection is straightforward, comprising a list of radio buttons.

In our prototype, we've developed components for all the available options, but for the present scenario, only two of them are visible.

Select Method

The upcoming solution will provide users with three alternatives for creating room plans, as you can see in the example.

However, the flow in this concept is mostly focused on an AR scanning feature, where this function calculates the square meters of the specified room, allowing the software to build a room plan.

In addition to these room parameters, the app identifies objects within the room, which could potentially have an impact on overall sound quality.

Room Details

After completing the scanning process, the application generates a room plan.

In this plan, users have the flexibility to make additional adjustments to the walls, rename the room, and view all the scanned items.

In the full version of the app, users can select various types of furniture and construction elements, including windows and doors, from a menu.

Additionally, users can easily navigate through the app using the top menu, as demonstrated in 'component 2'.

Audio Gear Placement

When the user is satisfied with their room plan, they can navigate to the 'Audio Gear' section via the menu. In this section, the product selection process is divided into three simple steps:

Step 1: Users can either choose a product category or perform a specific product search.

Step 2: If they opt for a product category, they will be presented with any available subcategories, such as the 'Speakers' category.

Step 3: Here, users can explore all the products within their chosen category and select the one that suits them best.

Product Placement

After the user selects their preferred product, the app positions it within the room plan, here the users can then easily drag the product to their preferred listening spot.

Once this is complete, they can generate a comprehensive report to review any necessary changes or improvements, be it regarding specifications or different product choices.

Additionally, users can utilize the 'Wishlist' feature to add or access their most desired audio products.

Audio Gear Diagnostic

In conclusion, the app compiles a comprehensive report for the selected product or products integrated into the room plan.

This diagnostic report can vary based on specifications. If the algorithm detects any issues within the report, the user is presented with alternative product choices or further guidance to resolve the problem and enhance their overall sound experience.

Additionally, users have the option to visualize the product within the room using augmented reality, providing a 360-degree view for added convenience.

8. Prototype & Conclusion

Project Achievement: The project successfully delves into audiophile pain points, behaviors, and potential solutions, addressing the identified challenges in the audiophile community.

Data-Driven Insights: Through a combination of qualitative and quantitative data, this study provides comprehensive insights into the audiophile world, shedding light on user problems, desires, and preferences.

Methodological Approach: The project's journey has enabled the transformation of abstract ideas into practical concepts, supported by the Double Diamond and Design Thinking techniques. Throughout data gathering, the critical rationalism and phenomenology paradigms performed critical roles in defining useful knowledge and insights.

Innovative Solution: The Audiophile AR App is the pinnacle of this endeavor, aimed to simplify product information, assist with audio gear placement, and improve user decision-making. This solution has the potential to redefine audiophile customer experiences, both locally and globally.

In summary, this project has not only provided a rich understanding of audiophile needs but also culminated in the development of a groundbreaking solution.

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