Process is a big deal
If I wanted to be loose and experimental with the experience and interaction of the Warp.net site (while maintaining specific business goals) – it was important to establish a solid foundation to build from.
I wanted to make sure all the lego bricks the visual designers were going to play with would fit a core purpose for the users.
I broken down the existing Warp.net content into chunks, and listed them to make a Content Inventory. This helped me make sense of all the different components the old site was made of. I broke it down, to analyse it later.
At this stage I also made an initial audit of the site.
This helped me figure out if anything had been repeated.
I used this information to analyse the UX wins and the fails.
Each persona has a set of goals they want to realise on Warp.net and as such their touch points on the site will vary and have different priorities from each other.
For this project I identified four personas based on interviews with stakeholders, Warp and artist-dedicated social fan pages.
I also compiled Warp’s business objectives so I could take them into consideration.
With each personas’ goals in mind, I modelled the content and created an audit of elements that already exist to satisfy the user’s goals, those which need to be created and those which are deemed inconsequential to the user experience.
• Get a relative sense of hierarchy between the items on a page. What’s useful to who.
• Help me identify, section by section a wish-list that was very much tied to the user benefits
• Start to model component hierarchies to a higher fidelity
• A more esoteric wish-list (based around experience, design technical implementation) was also developed in relation to business, user, design and development objectives. For example – Let’s streamline the listening experience on the site so that every playable track is played through a global player irrespective of context.
Finally I constructed the component hierarchy. The component hierarchy is a visualisation of the content as component blocks. The objective is to account for all elements & components important for the users.
Meanwhile the same architecture was swiftly implemented in the back-end. As UX, design and development worked as close knit team and knowledge was shared rapidly through these component blocks spotting development problems was
The personas also fed into designing some of the interactions that required a more task based rather than content based approach such as the media player.
There are many routes you can take when designing a product. Warp is a good example of the process I go through and its various steps. I’m a big Warp fan so this project was a pleasure to work on.