Case Study: Design a water bottle for Prime Digital Academy's full-stack students
Using this water bottle, I performed an informal usability inspection that assessed baseline usability strengths and weaknesses.
I organized this data by Jakob Neilsen's 1994 Heuristics to identify prominent violations and identify priorities.
To gain a better qualitative understanding of my user, Prime full-stack students, I performed fly-on-the-wall observations. This style of design ethnography allowed me to observe students while they weren't aware of me. They weren't performing or making self-concious decisions based on my presence, which allowed me to better understand their habits, environment, interactions and artifacts.
I used these observations to inform my design decisions as I created some design concepts. These design concepts were user centered, drawing on the information I had gathered about where they were, what they were doing and who they were.
After team critique I edited my design to fit full-stack student needs and created a low fidelity prototype.
- Metal siding to simulate stainless steel
- Black Tape to simulate rubber grip
- Foam bottom to simulate soft, "no clang" bottom
To test this prototype I prepared for usability testing. I presented the CONSOLE.GLUG to Prime full-stack students and observed their interactions with the product, asked them questions and took detailed notes while they used think-aloud protocol.
It was also important for me to identify the following goals to provide direction for my questions and observations.
I wrote a usability testing script to remain consistent and avoid experiment validity.
With this user feedback, I identified qualities of the water bottle that should be kept and aspects that could be improved upon.
After pitching my water bottle to hypothetical stakeholders, I developed a plan moving forward. I need to identify what my process would be and what design methods I would use to implement this process.