Spotify Connect

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PROJECT OVERVIEW

Challenge: When it comes to music streaming services, Spotify is a household name that resonates with people of all ages, all around the world. And for good reason. Spotify’s data-driven features have enabled users to discover new music that identifies with them on deeper, more personal levels.

Objectives:

  • Design a social feature that is centered around music, in favour of human relations, and emotional connections

  • Seamlessly integrate the app into the current Spotify UI

Role:

UX researcher, UX Designer, Interaction Designer, UI Designer

Tools:

Adobe Illustrator, Adobe XD, Adobe Photoshop

Team:

Self-Directed, In collaboration with Sadbot’s team of artists

 
 

PROCESS

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EMPATHIZE

Process: Secondary Research, Primary Research, and Synthesis.

 

To fully understand Spotify’s brand, and how it is currently perceived, secondary research focused on finding who Spotify’s current users are, what they are frustrated by, and why they chose Spotify over its competitors.

Online research began with a quick look at Spotify’s publicly released data and a deeper analysis of the app’s user demographic. Of note, I was able to debunk several of my mistaken assumptions made during the research planning; the number of premium subscribers being less than I had envisioned - standing at 45% versus the majority as I had presumed. And the surfacing of unexpected trends such as an uptick in usage on TV and Game Consoles (in excess of 50%) from Q4 2019 statistics.

However, because this research was performed during the peak of the COVID-19 pandemic, there were noticeable variations in the data found during 2020 versus the years prior. A prominent example of these variations can be found in Spotify’s Q1 Press Release in which the brand notes that there has been a significant decrease in users listening via car, wearables, and web platforms, in contrast to the data from previous years.

In terms of competition, I found five direct competitors including: Apple Music, Amazon Prime Music, Pandora, Google Play Music, and Tidal. I proceeded to take a measure of each app’s features, and through a comparison, identified their respective strengths and weaknesses. In this respect, Apple Music poses the biggest challenge to Spotify’s #1 position on the global market with their advantage of an expansive product suite, trumping even Spotify’s market share (26%) - and it’s highest grossing market - in the United States.

It is inevitable that the influence of COVID-19 - the presence of a global pandemic - will skew many trends and patterns that have been fashioned over the years. And this will definitely affect the brand in a holistic fashion. From surges in usage in unexpected areas, to user perceptions of the brand, and even user values when it comes to music streaming, I expect that these unprecedented times will greatly affect what users will prioritize when it comes to new features integrations.

 

Before I went to collect first-hand data with users, I did a quick Heuristics Evaluation of Spotify’s usability to properly understand the strengths and weaknesses of the app’s current standing. Using established guidelines, in this case Jakob Nielsen’s 10 general principles, I took down a short analysis of how Spotify performs in each category. The result was overwhelmingly positive in favour of Spotify’s easily recognizable, and visible, controls. But lacking in terms of error recovery and help documentation.

With this in mind, I set out to interview 5 participants with the goal of answering my research goals (that I previously outlined in the research plan) and validating the information that I collected during secondary research. The results were collected in a raw format, and later used to create an Empathy Map.

Due to the confines of time and participation however, I was only able to secure a group of interviewees that were all of Asian ethnicity, female, and in the millennial age range. Furthermore, I was unable to authenticate the trend of an upwards tick in usage of TVs and Gaming Consoles, although it is not certain whether these factors played a part in it. However, I proceeded with the data collected with these users since there was no indication that gender or ethnicity would skew the results in a noticeable way; Spotify users have a close split between male (56%) and female (46%) users, and none of the collected information has suggested that ethnicity played a part in Spotify usage.

 
 

EMPATHY MAP

 
 

An empathy map was created using the interview data through previously recorded transcripts. I took down statements made by the interview participants and jotted them down onto post-it notes differentiated into 5 colours (1 for each participant).

After the initial mapping of the transcripts, I began to organize the data based on patterns and trends that I saw in the mass of information. I identified half a dozen patterns, and picked the 5 most supported categories to analyze in further detail.

 
 
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Each of these patterns have a robust amount of statements supporting them, include comments from the majority of participants, and contain statements that are closely aligned across multiple transcripts.

 
 
 

KEY INSIGHTS

After synthesizing the information, I derived a list of insights that were crucial to understanding my target demographic. I was able to further distill the list further into 4 key points that would make its way into my persona, and gradually influence my design decisions.

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PERSONA

Meet Justin. The representation of Mechanized Mayhem’s target demographic. His profile will serve to constantly remind me of the user that I design for, and how I can reach him through his frustrations, needs, motivations, and goals.

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DEFINE & IDEATE

Process: POV Statements & HMW Questions • Brainstorming • Business & User Goals • Product Roadmap • Sitemap

 

POV Statements &
HMW Questions

Assets: POV Statements & HMW Questions

 

Individual Brainstorming

Assets: Brainstorming

 

The insights I gleaned from the patterns in the Empathy Map were further refined into POV Statements and HMW Questions - a standard practice to narrow the focus of user needs and reposition them into solution-focused questions.

Here, the POV statement honed in on the insight and need I previous derived, and forced them into a congruent statement that lets me perceive it in the context of a whole. Instead of just looking at the fact that “Users like playing music as background noise when performing tasks” and “Users need handsfree music when occupied,” I combined them into a complete perspective and formulated the question of “How might we help Jenny access handsfree music?”

And repositioning the problem space in this format allowed me to focus on ideating ideas that directly counteracted the problem of issues regarding music accessibility in that context.

 

Brainstorming features began with 3 minute mind maps on each HMW questions. The goal was to come up with as many feature solutions as I could to tackle each HMW. I performed a total of 6 mind maps (2 per HMW question) over the course of 2 rounds; the initial mind maps were fairly difficult because of the limitations of the game. Since it wasn’t yet developed, I couldn’t approach it with traditional features that work for other existing games.

Nonetheless, the session helped me generate a core group of features that I later fleshed out, and contributed greatly to my feature roadmap.

 
 
 

Having consolidated a list of features in the previous brainstorming sessions, I facilitated a group session to further validate the features I came up with. I invited 5 individuals that have Spotify Premium, to join a group feature brainstorm session with the context of being Spotify designers.

I first explained the scenario - the design challenge posed by this feature integration, alongside the limitations that the group must keep in mind (resources, seamless integration, uses existing technology). Then I gave them the same HMW questions that I posed to myself during my personal brainstorming sessions.

Group Brainstorming

Assets: Group Brainstorming

 
 
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The group was given 3 minutes to brainstorm each question, and after ideating, I went around the group in a round-robin format and had the individuals pitch their top 1 - 2 ideas. After the pitch, I engaged the group in a collaborative discussion, and had them unanimously agree on a single feature as the solution to the relative HMW question.

As the five individuals started asking questions to each other about the specifics of each feature, the ideas quickly fleshed out in detail, and iterated on as members would chime in with improvement suggestions or alternative recommendations. When the group’s discussion began to sway off topic, I would insert myself into the forum and realign the conversation back on track. Occasionally, I would also pose questions to the group if the idea became too far fetched or unrealistic.

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Like this, the group was able to quickly and efficiently come to their determinations. Predictably, many of their ideas coincided with mine, but with much more detail and considerations when it was pitched to the group and iterated on.

I took the overlapping solutions - between mine and the groups - and improved them with the developments and considerations made during group discussion to finalize on a list of features that I felt were appropriate for the problems.

 

STRATEGY & INFORMATION ARCHITECTURE

Process: Business & User Goals • Product Feature Roadmap • Sitemap

 

Before I began the Interaction Design portion of my process, I first needed clear and concise definitions of the Business and User goals, along with prominent technical considerations that may come into play. These goals will establish a criteria of what my design will accomplish, what features I must incorporate into the design, and a priority list of which features are the most important, and those that are not necessarily needed.

Business and User Goals

Assets: Business & User Goals

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Having defined the various user and business goals, I further filtered my list of features with these goals as the criterion.

The features were then reorganized into a priority-based list in accordance with the following metrics: user goals, business goals, effort level (needed to create the feature), and confidence level (how much assurance I had in creating the feature).

In the final iteration of the feature list, it showcases a list of high-priority features necessary to solve the problem and conform to the criteria, along with the middling and low priority features that can be incorporated given enough time and budget.

From here on, I began crafting an overview of the app’s existing sitemap, and how the new features would place into this layout. Because seamless integration is the most important goal, I had to ensure that the my new features were placed appropriately, otherwise it would risk skewing the user’s overall experience with using the app.

Spotify’s layout on mobile (android) is fairly simple, 3 main screens are used to divide up the different functions that a user can access; the main screen directly leads into music playlists and associated screens, the search screen has all of the searching, filtering, and sorting options, and the library is a collection of all of the user’s followings. And therefore, I split my features into their primary functions, and divvied them up accordingly.

Product Feature Roadmap & Sitemap

Assets: Product Feature Roadmap, Sitemap

 
 

SITEMAP

 

INTERACTION DESIGN

Process: UI Requirements • Task Flows • User Flows • Low-Fidelity Sketches
• Mid-Fidelity Wireframes

 

I created 3 basic task flows that outlined the most important elements of the new features and the problems they were trying to solve.

For each of these tasks, I outlined the high level requirement of each screen that needed to be created, and a detailed requirement of how each feature would operate. This became the foundation for the design of my new features.

UI Requirements

Assets: UI Requirement Document

 

With the three critical user stories established in my UI requirements document, I mapped out different routes that could lead the user to finish a task from start to finish. This begins from the moment they open the Spotify app and ends when they close out of the app.

Task & User Flows

Assets: Task Flow Diagram, User Flow Diagram

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The task flow outlines how the user would approach the tasks outlined in the UI Requirements Document, namely to find songs played by other Yoga Teachers, turn on the adaptive volume function, and poking a group moderator.

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In the User Flow, I took a look at the different decisions that users will face during the course of their task flow. The diamonds represent key choices that Users will face, and ultimately lead to different sets of actions.

 

Guided by the Business & User Goals, UI Requirements Document, Product Features Roadmap, the Task Flow, and the User Flow, I began sketching out possible homepages how the features would look and integrate in Spotify’s existing UI.

Low Fidelity Sketches

Assets: Low-fi Sketches

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Since Spotify’s app already exists, and the new features perfectly incorporates the elements of the app’s current design, I went into Hi-Fidelity right away. I recreated the Spotify screens that were most relevant to my features, and keeping user testing in mind, for prototyping as well. Then I added in the new features according to my site map and UI Requirement Documented.

Hi-Fidelity Wireframes

Assets: Hi-Fi Wireframes (Mobile)

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 PROTOTYPING & USABILITY TESTING

Process: Mid Fidelity Prototype • Usability Testing Plan • Usability Test Notes • Affinity Map

 

The hi-fidelity wireframes were refined further, and used to create a prototype that outlined my three user stories, allowing me to test the effectiveness and efficacy of the designs.

In preparation for usability testing, I created a usability testing plan that outlined 3 scenarios and various tasks that would allow me to test the effectiveness and efficiency of the designs.

Usability testing happened over the course of a day, and I once again found users from Discord and Slack channels. As with the Empathy Map, I took the transcribed notes, and synthesized the feedback, along with reactions (video and audio recorded through screenshare with the participants’ permission) onto an affinity map that laid out the actions, statements, and prominent reactions that my users underwent during testing.

The affinity map gave me insight into common frustrations and pain points that the users experienced, and better informed my revisions as I began revising my design to alleviate these issues.

Prototype & Usability Testing

Assets: Usability Testing Plan, Usability Test Notes, Affinity Map

 
 

AFFINITY MAP INSIGHTS & RECOMMENDATIONS

Affinity mapping allowed me to pinpoint several areas of concern: 1) Overwhelming Dependence on the Search Function, 2) Users look for the shortest route to their goal, 3) Confusion with the “music poke” feature.

To solve these issues, I made a list of actionable adjustments including: the enabling of the search function to find groups (unfollowed and followed), adjusting the group playlists on the home screen to include a link to the group, and re-labelling the poke button to indicate it’s unique functionality.

Revisions

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USER INTERFACE DESIGN

Process: Style Tile • UI Kit • Revised Prototype 

 

After putting together the Affinity Map, I went on to create Spotify’s style tile, to ensure that all of my elements were cohesive with the brand.

Style Tile

Assets: Style Tile

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The UI Kit incorporates the atomic and molecular elements that were used for the creation of the new features as well and, at a glance, incorporates quite well into Spotify’s UI. As the app goes through further tests and iterations in the future, this document will change and reflect the new additions as well.

 UI Kit

Assets: UI Kit

I implemented the solutions that I devised during the Affinity Map stage, and changed both the hi-fidelity wireframes and prototype.

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The next step would be to formally hand off the assets to the client or developer. This would be followed by continued testings of the design updates since the last usability testing, update the UI Kit, and continuously cycle through iterations and testing for as long as resources allow.

Iteration

 
 

Seamless integration into an existing app wasn’t as simple as I had imagined. Even during Lo-Fidelity sketches I realized that many of the features I had in mind could not be implemented since it would compromise the current design of Spotify’s layout.

In retrospect, I should have thoroughly researched into the app, information architecture, and branding of the site before ideating on feature solutions. This would enable to me grasp, more clearly, the look and feel of the new feature, and more importantly, how exactly it would integrate into the app.

This was most evident during usability testing, when users were showed confusion at how they were supposed to communicate with a group’s moderator through a poke function.

Overall, I do believe that I’ve gotten a good grasp of understanding how to integrate designs properly into existing applications, and will definitely rework my flow next time I have the opportunity to work on a similar project.

Reflection