INSPIRE

Inspire allows you to easily get advice from people who have started their own business or project. This can be done over the phone, via video chat or in person. This takes away the problem of not knowing how to start/run a business/project for those who wish to do so. 

Project aim

To research and design an app that lets you easily get advice from people who have started their own business or project. 

Competitive Analysis

When comparing the value proposition of Inspire to other potential competitors it was clear that it was it's ease of use and direct way to ask for advice from business owners that was it's key differentiator.

Ellie

“I’m itching to get started on doing my own thing, I just don’t know what it is”

Age 30, Actress and Singer

Sham

“I know exactly what the end goal is I just don't how to get there”

Age 39, Secondary School Business Teacher

David

If there was someone I could talk to about what I’m planning on doing it would really help”

Age 23, Digital Marketing

20 people were interviewed. The questions that were asked were to do with what inspires people to start/continue their own business/project and what are the pain points associated with doing somthing of this nature.  

Affinity Mapping

From the interviews there were a number of key insights. The affinity mapping exericse helped put the responses into categories so that that trends could be easily identified. 

It was clear from the affinity mapping that the key "blockers" for people starting/continuing with their own business or project was time and experience (see insights below).

Insights

The insights from the interviews and affinity mapping made it easier to identify what the pain points are for people wanting to start/continue their own business/project.

Personas

To gain a better understanding of the users we created a number of personas representing the target market. The personas were constructed using both quantitive and qualitative data from the survey and user interviews.

The personas helped us better understand the potential users. More specifically, seeing them as real people with goals rather than just statistics.

The previous research was used to come up with a number of features that would address the users needs. These were then put into categories using the MoSCoW method - "Must Have", "Should Have", "Could Have" and "Won't Have". 

Sketching

Following the feature prioritisation 5 minutes was allocated to sketch between 5 - 10 screens relating to the most important features. This was repeated a further two times each time providing alternative sketches to the original 5 - 10. A critique session was held with a small group followed by more sketching. 

1st Iteration

Using the sketches from the design studio a paper prototype was made.

The paper prototype was tested with users. User feedback was pertinent to identifying areas of design development that needed to be consider before moving onto digital wireframes.

2nd Iteration

Using feedback from the paper prototypes a low fidelity prototype was built using Sketch. These wireframes were then put into Marvel in order to carryout user testing. This stage of testing provided a number of insights. These included:

 

  • Changing the price selection from drop down to a scroll wheel

  • Removing the need for users to have to tap the icon before selecting a price

  • Change in wording for key calls to action 

  • Removing on-boarding swipe down icon and replacing it with a down arrow

3rd Iteration

The final stage of prototyping and testing incorporated the feedback from the previous stages. Even at this point there were a number of changes that needed to be made. These were to do with individual screens as opposed to user flow. Following this, styling was added to make the product's branding consistent. We tested this further to refine our ideas prior to presenting to potential users. 

Copyright © 2020 Dean Heasman