We are in the middle of building a platform that would encourage influencers to explore their creativity by collaborating with brands (discovery) and join the projects that they like. What we are trying to educate on the market is they will get paid based on their performance. Meaning, Brands don’t pay because of the creator producing the contents in their social media.
How do you plan to build experiences that encourage influencers to discover projects?
The first stage of this UX case is defining the problem statement of the product. This process aims to validate the problem statement and find out whether there is a demand for the product. Is it true that influencers really want to find a project from a brand? I also want to find out which brands most often use influencers?
After defining the hypothesis to be validated, the following is a research plan:
- Method: Quantitative Research (Online Survey)
- Respondent: 10
Because I don’t have access to some influencers to do the research process, I make a persona based on my own personal assumptions and studies.
My assumption is that influencers are always related to social media, so the survey will be distributed to people who are actively using social media.
After created a research plan, we began to conduct research by distributing online survey links to social media, and here are the questions:
Here are the results:
Based on the results of research that has been done it can be concluded that there is a demand for this product.
By now I have already gathered enough information to get started with the wireframes. I use Sketch for creating wireframes.
Time to implement wireframe into the high-fidelity design. I use Sketch App for this process.
The following is high-fidelity prototyping using Invision App.
Check out the High-fidelity InVision prototype here
In this UX case study, I use Satisfaction to measure Usability. Satisfaction can be calculated using the After Scenario Questionnaire (ASQ).
- Satisfaction: The comfort and acceptability of use.
ASQ (After Scenario Questionnaire)
The purpose of this report is to describe a psychometric evaluation of a questionnaire that has been used to assess user satisfaction during participation in scenario-based usability studies. There are three questions asked for each task scenario. I use Google form, and here are the results:
This UX case uses the Design Thinking Process which consists of several stages (User Research, Ideate, Design and Validate). The first stage starts with conducting user research to ascertain whether influencers really want to find a project from the brand. Based on the survey results that give to the persona on this UX Case, 60% of them said: “Want” and the type of brand most liked by Influencers is Beauty, Fashion, and Food.
After the user research has been completed, an ideate process is carried out using the low-fidelity prototype method. The next step is to create a high-fidelity prototype and conduct usability testing of five respondents. To measure design success, I use satisfaction metrics. The results can be seen that the design that I made was very successful and the user was satisfied using the product.
However, due to time constraints and limited access to do user research. there are still many things that need to be improved from the design that I have made.