DOLF is the portal which provides a way to purchase materials to the students at the Umeå Institute of Design.
Our task was to analyse it and improve it creating a new graphical interface.
Project duration: 1 week
The team started off analysing the existing system.
The experience through the interface resulted being very complicated and generally confusing.
Even though the amount of functions implemented were very small, many loopholes in the system could led the user to make mistakes.
The Heuristic Evaluation also helped us to understand the current situation, with all the 10 points failed by the experience with the system.
Interviews and task analysis
We interviewed a group of users with different level of familiarity with the portal.
At the same time we asked them to perform a task on the portal for us in order to see how they were interacting with the interface and discover the main pain points and strength of the system.
" I don't remember my email id "
First time user
" There should be a search box here "
" If you make a mistake, you cannot fix it by yourself "
Talking with people and observing them interacting with the system helped us to understand the hierarchy of the different function.
We therefore went through the function analysis once again keeping in consideration the pain points found during the interviews.
This led us to the redefinition the function tree, that was of extreme relevance for the next phase. The wire framing.
With a clear idea of what the structure of our portal would be we moved to the prototyping phase.
We brainstormed and sketched different proposition that were then combined and concretised in a paper mockup that we used later on for testing and iterations.
Paper prototyping and
Testing our rough prototype with the users was extremely useful in order to receive feedback, to refine functions and create more clarity in the interface.
It was also extremely easy, because of this physical phase, translate the interface to digital later on.
The final version of the prototype was created digitally with Sketch, that gave us the possibility to implement the interactions between screens.
The minimalism approach that we had with the final design had the aim of communicate simplicity and ease to use.
We wanted to have only the strictly necessary informations available at any time.
After the purchase a screen confirms the "transaction". The user can now log out or buy more materials.