
Spotify - New feature.
Challenge.
Spotify wants to improve engagement and retention in the app. In order to do that, they want to expand on their social capabilities. You will be helping them define what’s the best way moving forward in that direction, and provide them with a prototype of the feature(s) that you’re adding, integrated seamlessly within the rest of the app.
ROLES | TOOLS | DURATION
Research
UX Design
UI Design
Graphic Design
Prototyping
Sketch
Adobe Illustrator
Adobe Photoshop
Adobe InDesign
InVision
4 WEEKS
Method.
Five methods to create products.
Empathize: Revolves around research and allows us to humanize the design process.
Define: Clarifies problems needing to be solved and helps decision making for the IA.
Ideate/Design: How is established and Who, What, & Why begin to transform into an end product.
Prototype: Interactivity of the website is established and tested.
Iterate: Fine tuning based on user feedback and redlining performed.
Clicking the method will navigate to its corresponding section
Goals.
Primary and Secondary Research methods were used to learn what the user goals, needs, motivations, and frustrations include. The following goals were created to accomplish this:
Gain an understanding of how users use Spotify (Phone app, desktop app, or web player).
Discover how people engage with Spotify.
Figure out the true target audience.
Identify and understand good and bad design choices of indirect competition.
Discover and analyze user behaviors while speaking about Spotify.
Discover and analyze user behaviors while using Spotify.
Understand how or why people do or do not utilize social media with Spotify.
Market Research.
Market Research was conducted to collect qualitative data and quantitative data from various sources about general streaming, Spotify specific, and social media statistics. Some other information about what Spotify has done in the past and what features they are currently testing was researched as well. This helped to develop an understanding of user expectations for streaming services and social media usage. After completion, 2 provisional personas were created to help identify potential interview participants. The following facts were uncovered during my market research:
In a five-year period, the number of songs streamed over the internet has increased by over 800%.
91% of people ages 12-24 have listened to online audio.
Over 60% of Gen Z and Millennial consumers stream videos daily.
81% increase in live video viewership from 2015-2016.
Live video viewers are 67% more likely to buy a ticket to a concert or event after watching a live video of that event or a similar one.
Live video has seen a 113% increase in ad growth yearly.
130 million Spotify Premium subscribers.
36% control of global streaming market.
60 million users engaged with “Your top songs” & “Spotify Wrapped” playlists in 2019.
Most popular channel with people under 30.
67% of Spotify usage done through mobile devices.
Spotify is prototyping a new way to see what friends have been listening to, called “Tastebuds”.
Direct Competition.
Competitive Analysis was done to develop a better understanding of what standards have been set by the direct and indirect competition. Direct competitors include Apple Music, Pandora, and YouTube Music. Indirect competitors included Soundcloud and Audiomack. Doing this began to paint a picture of understanding user trends. Following this I familiarized myself with Spotify’s current iOS app by completing a heuristic evaluation, highlighting each component to keep in mind while designing new screens.
All analysis done within mobile device applications.
Strengths
Annual plan offered
Single and family plans available
Integrated with iTunes and Siri
Weaknesses
No free option
Lack of social connection
Lack of interactivity
Strengths
Preferred by 30+ year old people
Free with ads
$4.99/mth & $9.99/mth options
Weaknesses
Only available in U.S.
$4.99 service limits capabilities
Music quality less than other services
1-on-1 Interviews.
Following secondary research, I determined who Spotify’s target audience was, and from there, I created provisional personas that would guide me as I sought out appropriate participants for one-on-one interviews. I knew that I needed participants that use Spotify Premium weekly and were between the ages of 25 and 34.
Interviews were conducted to weed out any assumptions and answer any hypotheses that were created. General questions of streaming music and Spotify specific questions created a good baseline of user expectations. Also, this process helped teach about any pain points, frustrations, or positive points the interviewees had while using Spotify. To see the full interview transcripts please click here.
Amanda
“My dad has a condo at the lake, I set him up with Spotify and a Google Home. Getting my dad setup with this type of technology and see him actually use it, enjoy it, and enjoy music the way he never used to is really gratifying.”
*All images used here are free stock images from pexels.com.
Andy
“I like to reminisce over past experiences I had with music. I am former military and music helps me release and escape any anxiety I am feeling. I also like the memories music brings.”
Erin
“I literally have hundreds of playlists. I have a “catch-all” playlists where I dump any songs I come across and will separate into different playlists from there. Music has such an emotional connection so organizing it the way I like it means a lot.”
Empathy Map.
Following the 1-1 Interviews, I created an empathy map by referring to the transcripts and notes taken during the interviews. The main points I was able to pull from the maps were:
Users mainly listen to Spotify while driving.
Users feel music provides nostalgia.
Users follow artists for new music.
Persona.
Referring back to the empathy map I created, I was able to uncover insightful patterns that revealed common user needs with regards to sharing and streaming music. Using those patterns, I then created a persona which would serve as a guideline for many design choices.
POV Statements & HMW Questions.
After learning users listen to Spotify while driving, listen to feel nostalgia, and follow artists for new music. These POV statements were developed from combining those insights with their needs to further empathize with users. From the POV statements, I created How Might We questions to conduct rapid ideation brainstorming to begin developing solutions for the needs of the user.
Brainstorming.
Using the HMW questions, I conducted both independent and group brainstorming sessions. Through rapid ideation and discussion of ideas, we generated some great design solutions for each user need.
Business & User Goals.
Following the group brainstorming session, I switched gears to make sure the user goals and business goals aligned. This is needed to make sure the features I develop will meet the goals of both the user and business.
Feature Roadmap.
Referring back to the brainstorming sessions, I picked the strongest choices that aligned best with the business and user goals and created this Feature Roadmap including this set of features. This Feature Roadmap includes features listed in order of priority with a brief description and why it is listed.
Site Map.
Following the creation of the Feature Roadmap, I was able to create this sitemap which reflects the organizational structure related to the research and feature roadmap. This is not reflective of every element within the app, but a basic skeleton of the app’s structure and interactions. To ensure that navigating the new features would be intuitive to users, I referred back to my Heuristic Evaluation.
method 3: IDEATE & DESIGN
Task Flow.
To kick off the Ideate & Design Phase, I created in a UI Requirements document outlining exactly what screens and features I would be designing. Based off of the UI Requirements document, I then created a Task Flow to show the different actions and screens involved to complete the tasks. This helped define the main screens and actions which will be necessary in the site design.
User Flow.
Referring back to the Task Flow, a User Flow was developed to demonstrate the various actions and decisions involved in completing the tasks. This user flow helped define how the various screens and actions can influence the users decisions.
Low Fidelity Wireframes.
With the tasks, user needs, and Spotify’s UI in mind, I created Low Fidelity Wireframes. These quick, annotated wireframe sketches were used to quickly map and help visualize how elements and features will take shape. Also, this helped develop hierarchy and laid a base for the Information Architecture. Each screen was developed to allow the user to seamlessly navigate Spotify and utilize these new features such as the Mood Gauge and Newsfeed while feeling as if they had always been part of Spotify.
High Fidelity Wireframes.
After the Low Fidelity wireframe sketches were completed, these High Fidelity wireframes were created including the new feature to later create a prototype for usability testing. Since Spotify is already a developed application, I confidently assumed that usability test participants would be more comfortable with the limited-functionality of a prototype if it was constructed in high fidelity.
Usability Tests.
Along with the prototype, a usability test plan was created based on the task flow. The test plan was developed to evaluate how users interact with the app, how they navigate the app, and to find pain points, frustrations, failures, and positive points.
During the usability tests, detailed notes were taken which highlight the way users navigated the app and how they interacted with the new features. Also, quotes were notated detailing pain points, questions, and positive remarks about the features. These results were critical in revising the different areas of the app where users experienced difficulties.
Affinity Map.
Referring to the notes taken from the usability tests, there were many helpful insights, frustrations, and positive remarks to help create an affinity map. The insights and notes were grouped together by similarities and then re-grouped by instances shared by users. Some commonalities that were noted included:
Users thought that the newsfeed would be located within the Search screen.
Users brought up possibly moving the mood gauge to the Home screen.
To see the full affinity map process, please click here
Priority Revisions.
After reviewing the insights and results from the user tests, the following revisions were determined to be most important:
Move Newsfeed to the Search screen.
Add a note in the initial instance of the mood gauge stating where to locate it later.
Move the mood gauge up in the hierarchy within the Settings screen.
NOTE: Some users spoke of moving the mood gauge to the Home screen. Relocating the mood gauge to the Home screen would change the UI of Spotify therefore violating the project scope.
Reflection.
Although I am very familiar with following brand guidelines and designing within them, I found this project to be very exciting since I am an avid user of Spotify. This project was particularly challenging due to Spotify already implementing many features and elements this project called for. It was really great to be able to open the floor to outside ideas with group brainstorming and generate some excellent solutions from discussions I helped lead.
Usability testing was really eye opening to view how users utilize Spotify and learn what they expect while using the app. It was gratifying to see how easily the users navigated through the new features only hitting a couple of speed bumps along the way. These speed bumps offered an opportunity to create a more intuitive and fluid experience of these features for the next round of tests if they occur.
Next Steps.
Though this was strictly a speculative project, I felt it was still very important to consider what the next steps would be if this were a real project. While research and usability tests suggested that the mood gauge feature would be both useful and engaging,
It would be ideal to conduct another round of usability testing to help drive the next iterations to ensure a great and useful feature. Conducting another round of usability tests would allow to test the design updates to clear up any confusion or possible frustrations. Doing this could possibly uncover other underlying needs before development begins.
The team and I would need to consider potential technical constraints. Then we would need to consider how to implement for the various platforms and screens Spotify is used on.