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HomeE

HomeE is an interface designed for smart home displays that intuitively show the users' current utilities usage through engaging metrics, the cost. It drives sustainable actions through budget setting and recommendations all while functioning as an interactive home interface.

Year

2021

My Role

 

User experience designer/ User Interface designer

My responsibilities

 

I worked as a user interface designer and user experience designer.

 

  • Collaborated with the engineer, project managers, and UX researcher to create a prototype for homeE.

  • Work with teams to research and communicate user pain points to understand user motivations, triggers, desires, goals, and competitor analysis.

  • Create and design user flows, wireframes, user interfaces, and interactive prototypes, etc.

  • Lead and design user Interface.

  • Develop user experience in line with project goals, and test with users.

  • Create illustrations for prototypes.

  • Assist project managers in planning project milestones and writing final documents.

Design Components

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Design System 

Colour Palette

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Base colours are vibrant and high saturation colours. They are mostly found in the background of the interface and are also applied to the colour matching of key components. The key colour is Turquoise, Hex code is #02A6A7. We encourage the consistent use of Turquoise and greens throughout our visual communications to contribute to the cohesive and harmonious look of the identity across all our designs.

Secondary or accent colours have also been identified that compliment and highlight the primary colours. Secondary colours are low vibrancy. They are mostly used for small component backgrounds, and some infrequently used component colours.

Components

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Typography

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We only use one typography family to keep the consistency: Futura PT. It is sans-serif font, which brings a modern feel to users who use HomeE on a touch screen. Most of the headlines use both extra bold and bold weight, and the font size of the headlines is between 48-96 points. For the content font, we used Futura PT Book, in two font sizes, 48 points and 64 points respectively.

Problem Statement

 

How might we increase millennials' adoption of sustainable home practices in North America?

Background

Homes are consuming large amounts of energy.

  • In the US, residential energy use accounts for about 20% of greenhouse gas emissions

  • Residential buildings use 33.3% of the total electrical energy and 24% of the total natural gas in Canada in 2017.

 

Smart home devices could help users to monitor energy consumption and uncover energy and money saving opportunities.

Millennials are major users of smart home devices

  • In the US, 47% of millennials use smart home products

  • In Canada, 28.4% of smart home users are 25-34 years old in 2020.

Current management apps are complicated and overload the user with information.

Target Audience

 

Millennial (25-30s) home buyers/owners

User Needs

  • Wants to save money through saving energy in their daily lives

  • Wants to keep track of their utility consumption and which area is consuming the most

  • Having trouble staying engaged in saving energy and money (not enough time, too much effort)

  • Unable to understand Co2 measurement units and relate what carbon emission means to themselves without contextualization

  • Not interested in detailed analysis

  • Wants to receive customized actionable suggestions based on their energy-using trends with reasons explained

Our Solution

 

A smart home display with an intuitive and action-driven data visualization with the following features:

  •    Budget limit setting of energy use to help user stay engaged

  •    Energy-saving tips to educate users on how to save money by saving energy

  •    Progress bars and charts showing how much energy is used in terms of money and progress towards     weekly target

  •    Bar chart plot to show daily, weekly and monthly energy-using trends

  •    Alerting system on energy overuse

 

Project Goal

 

By quantifying home electricity, gas and water usage in regard to the homeowner's targets, HomeE encourages users to save money and therefore more sustainable practices.

User research

 

Persona

Our user persona is created based on the primary research we did:

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User Journey Map

A user journey map was created to illustrate the expectations, struggles and emotions of our persona, Sara, when she is using HomeE.

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​​User Flow

The user flow for using the HomeE smart home system is detailed below:

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Design Process

Our team’s design process can be broken down into four phases. In each phase, we experienced the processes of ideate, design, iterate and test. Our team reviewed all the comments we received and conducted a retrospective based on the results to help us make design decisions. This process allowed us to stay on the same page despite having different skill sets and responsibilities. Following this design process, our team was able to deliver a high-fidelity mock-up and a technical prototype as a proof of concept within 11 weeks. This design process allowed us to solve the problem and test our assumptions together and provided numerous opportunities for us to discuss and voice our ideas.

Phase 1

This phase is the shortest among all the phases, which lasted only for three days. Our team was in a Design Jam on September 24-26, 2021. Our team framed our problem and had our 1st iteration of the smart home system in this phase of design. By the end of the Design Jam, we received useful comments from the cohort and the faculty, suggesting us to consider privacy concerns and add onboarding to our prototype. These comments helped us determine our next steps.

Ideate

After receiving the theme of this year’s design jam – sustainability, our team started our ideation with brainstorming and identifying what problem we aim to solve. The answers helped us formulate our problem statement, which is “how might we increase adoption of sustainable home practices?”. To explore methods to deliver a solution to the problem, our team had a crazy exercise. Each team member came up with eight ideas within eight minutes, which means we were able to generate multiple ideas and everyone in the team could contribute to the ideation of this project. After that, we analyzed the similarities and differences between our ideas and discussed some of the most feasible solutions. This discussion led to an agreement on choosing a smart home system as our solution. Our team also gathered some of the potential features of the smart home system and decided to have 1st time home buyers as our target audience. Our ideation in this phase ended with researching colour and style references and conducting a brief competitive analysis to identify the common issues with energy tracking systems on the market.

Some of the ideas that came from the Design Jam included:

·   Target setting

·   Social sharing function

·   Providing recommendations and/or fun facts about energy-saving

·   Relating the user’s consumption to economic goods or money

Phase 2

The second phase of the process started after the Design Jam and finished on the Midterm Test Day. This phase was from September 27 – October 24. Our team focused on solidifying our understanding of the problem and our target audience through both desk and primary research as well as creating a more integrated prototype that we used in our next test. This included additional pages like the settings and a user interface redesign that incorporated feedback from the last phase. The mid-term test allowed us to conduct usability testing to gather critical feedback regarding the intuitiveness of the interface as well as the units of measurement that we were using.

Ideate

Now heading into the core of the project, our team chooses to solidify the foundation before moving forwards with the project. Now having some feedback on our concept, we first discussed what each of us saw as the final deliverable. After we solidified our team's goal of creating an “application on a smart home display” as well as defining what smart home means to us we shifted our focus on developing a better understanding of our problem and our users. Therefore, to start, we performed desk research. This research helped us provide a rationale for our decisions as well as narrow down our target audience to millennials. Once we had a better understanding of our audience, we then performed user research in the form of 1-1 interviews with members of the C16 cohort. The responses further reinforced the decisions we made with the information gathered from the desk research. During this time, we also conducted a competitive analysis examining the other smart home interfaces that also explored our how might we question. We found that while other products helped users understand their utility usage, they often were cumbersome with complex setups and information overload. Furthermore, some also provided methods to monitor electricity usage per appliance. While this was something we looked at, we feel that the increased hardware and complexity far outweighed the benefits for our target audience. Once we have a better understanding of how our solution addresses the problem and its users, we could further develop our prototype.

Phase 3

 

The third phase started after the Midterm Demo Day and ended on the Community Test Day. This phase was from October 25-November 21. Our team changed measurement of users’ utility consumption to cost and developed a new cost graph that incorporates all the reference values clearly to make our design more human-centered. Besides, our team finished designing the onboarding process and modified the badges design. During the weekly demo, we realized that our word choice might cause confusion, so we also renamed our target setting function as budget limit setting.

Ideate

The feedback from the Midterm Demo Day suggested some of the areas we needed to develop in this phase. Regarding the use of units in the smart home system, all team members agreed that using cost to represent consumption would help our target audience relate to their utility usage, so we decided to incorporate this feature into our next iteration without much discussion. Our ideation process in this phase focused on content development and new cost chart design. Our team developed a list of achievements, reactive text and utility-saving suggestions that were straightforward and motivating. We believe more engaging and informative content would motivate users to stay below target and adopt sustainable home practices. To develop a cost chart that is beneficial to users, we brainstormed the reference values we would like to include in the new graph. After having a team discussion, we decided to include users’ budget limit, the area average usage and users’ usage in the previous week into the cost graph on the subpage. Apart from responding to the comments we received from the Midterm Demo Day, we also researched on the common onboarding methods. This allowed us to determine the method that suited our smart home system the most. All of us agreed that the onboarding should have two parts, one for introducing our concept and the other for teaching users how to use and customize the system.

Phase 4

 

The final phase of the design process started after the community test day and wrapped up the project with the final presentation. In this phase we add our final feature, the alert system, and developed a simpler design for our achievement system. We also finalized our Adobe XD prototype by organizing the assets library and continued developing the technical proof of concept. To wrap up this phase and the project we presented our concept, final product and process in the final presentation where we gathered comments and questions as our final form of feedback.

Ideate

With our predominately positive feedback from our usability test, we examined what changes we needed to make to ensure we were creating the best possible product. Our KFC had mostly small changes to improve the overall flow of the prototype such as the privacy page placement, terminology, and achievement art. Most of these changes did not require ideation past a brief discussion with the team and could be put in place instantly. There were two features that we did ideate on. The first was the achievement system that once again received critical feedback in the testing system. After discussing the challenges that the current system posed, we decided on a simple more effective style that could be implemented quickly. The second idea that needed ideation was the alert system. After having a discussion with the class and examining the target audience we determined that a combination of text messaging and email service was the most effective. Using preexisting components on our XD the prototype we implemented within our onboarding. After making our changes with regards to the feedback we had to prep our final Adobe XD document for delivery.

We designed the component using a card-based background for visual simplicity and ease of editing and uniformity. Depending on the size of the component, we designed two different parameters to manage it. The small card component height range is between 242 points and 829 points, width range is between 238 points and 1066 points. The big card component heigh range is between 454 points and 1395 points, and the width range is between 945 points and 2560 points.

User Test 1: Midterm Demo Day (Oct 21, 2021)

We conducted the first prototype user testing with MDM students and faculty. During the usability testing phase, six users tested our prototype.

Objective

The main objective of the testing was to determine the effectiveness of the implementation of the concept. During the testing process, we monitored the users to reveal points of friction and confusing experiences.

Methodology

Testing was announced to the student and faculty of the CDM through Discord. Participants who booked a time for testing received an invitation to test. The user testing was done through Zoom online platform, while the screen has been shared by participants. The session was recorded upon user’s permission.

Testing

During the usability testing session, each participant was asked to complete a series of tasks on the prototype. The participant’s interaction with the HomeE application prototype was monitored by the facilitator. Before starting the tasks, participants completed a pretest demographic and experience information questionnaire.

Here is the list of the tasks:

  1. You want to check your electricity usage. Can you tell us how much electricity you consumed today and if you are over or under your target setting?

  2. After looking at your usage you want to save some power, please turn off the lights in the main bedroom.

  3. Let’s establish a new electricity usage target. Please set 23kwh as your electricity target.

  4. Could you tell us what is your most recent gas achievement?

  5. Looking at your water usage you wonder how you can save more. Please share a tip or recommendation found in the app on saving water.
     

Meanwhile the participants were also asked to rate the presumed difficulty level as well as the post-test difficulty level. The test conductor was also monitoring users' behavior while taking notes during the test session. After completing all the tasks and scenarios, the participant asked to complete the post-test questionnaire. This questionnaire utilized the standard SUS structure to evaluate effectiveness, efficiency, and satisfaction.

Results

Once the Usability testing was finished, results from the surveys from the user tests were categorized and analyzed.

Time to complete tasks

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The average SUS score of the participants is 65.

After analyzing all the gathered during the usability test, we realized that Task 1 had the longest task completion time on average, identifying the participants initial scan of the document. As the users continued using the prototype the reflected times decreased. Participants became more comfortable with the prototype and came across some of the info while looking for other tasks. Task 2 had the shortest time at an average, this might be because of its placement on the dashboard. SUS scores have a modest correlation with task performance; however, this could simply be because people’s subjective assessments may not be consistent with if they were successful using a system.

Following, our team also analyzed tester’s behavior observation and in session notes, and break out the fundamental takeaways as below:

  • All the users could complete the tasks easily and quickly.

  • Most of the users found the various functions in this system were well integrated.

  • Few users showed some confusion about the task’s intention.

  • Some of the users found utility units meaningless.

  • UI elements were not intuitive and could be improved.

  • Target and cost chart were not synchronized.

  • Users preferred to see their weekly usage instead of daily.

The pre and post task difficulty was not analyzed as it was not collected from all the participants, as they had a habit of starting the tasks, online, before the question could be asked. This part of the protocol was removed in the second test.

Action Items

To increase our system effectiveness, our team decided to take the following actions and revise some features in our next prototype

  • Keep the overall visual format and simplicity.

  • Represent energy consumption by money.

  • Incorporate clearer heading and description for the entire dashboard.

  • Develop the graphs to show past and average usage

User Test 2: Nov 18, 2021

We conducted the second prototype community user testing. During the usability testing phase, six users tested our prototype, the participants were chosen from MDM faculties and community.

Objective

The main objective of the testing was to determine the effectiveness of the implementation of the concept. During the testing process we were monitoring the users to reveal points of friction and confusing experiences. Methodology

Methodology

Testing was announced to the student and faculty of the CDM by email. Participants who booked a time for testing, received an Invitation to test. The user testing was done through zoom online platform, while the screen has been shared by participants. The session was recorded upon user’s permission.

Testing

During the usability testing session, each participant was asked to complete a series of tasks on the prototype. The participant’s interaction with the HomeE application prototype was monitored by the facilitator. Before starting the tasks, Participants completed a pretest demographic and experience information questionnaire.

Here is the list of the tasks:

  1. You just purchased a Google Nest Hub and want to save money by reducing your utility consumption. You have placed your Google Nest Hub on the Kitchen counter and just installed the HomeE application. Please set it up, the number with autofill on click and get to the dashboard. You will have to drag the bedroom light to the control center.

  2. You are leaving your home, but you see your bedroom light is on. Can you please turn off the bedroom light on the dashboard?

  3. Using HomeE for six months, you check it with your morning coffee. Tell us if you are under, at or over your weekly budget for each of the utilities for this week and how are you doing compared to last week?

  4. Seeing your budgets you want to set a new electricity budget limit. Please set it to $15/week.

  5. You think you are doing well in the last six months, so you want to check what achievements you have got. Please tell me how many achievements you have.

During the test, the conductor was monitoring users' behavior while taking notes during the test session. After completing all the tasks and scenarios, the participant asked to complete the post-test questionnaire. This questionnaire utilized the standard SUS structure.

 

Results

Once the Usability testing was finished, results from the surveys from the user tests were categorized and analyzed.

Time to complete tasks

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The average SUS score of the participants is 66.6

After analyzing all the gathered during the usability test, we realized that Task 1 had the longest time in average, it was not surprising as it included the onboarding process, and the participants spent some time on the initial scan of the system. As the users continued using the prototype the reflected times decreased. Participants became more comfortable with the prototype and came across some of the info while looking for other tasks. Task 2 had the shortest time at an average, this might be because of its placement on the dashboard. Tasks 3, 4 and 5 have the same time, this could be attributed to their relativity proximity to each other. Task 3 is slightly longer; this could be because users were testing the sliding feature on the untouchable screens. SUS scores have a modest correlation with task performance; however, this could simply be because people's subjective assessments may not be consistent with if they were successful using a system.

Following, our team also analyzed tester’s behavior observation and in session notes and break out the fundamental takeaways as below:

  • All the users could complete the tasks easily and quickly.

  • Most of the users found the onboarding process helpful.

  • Some users had difficulty using target setting features.

  • Users found the interface design and overall visual format interesting.

  • Users found the trends and achievement features engaging.

  • Some users thought the achievement badges were not presenting the level of accomplishments clearly.

  • Users found the recommendation feature helpful.

Action Items

To increase our system effectiveness, our team decided to take the following actions and revise some features in our next prototype

  • Keep the overall visual format and simplicity.

  • Modify the achievement arts to make it more engaging and understandable for the users.

  • Revise the target setting feature.

  • Create a built-in alert system to increase user’s engagement.

Moving Forwards

As far as the next step, our team has identified several aspects that can help us to continue and develop this project forward.

Development Build

We would like to complete a development build that we could continue testing on and use for higher level pitches. To increase adoption of sustainability practices, we need collective action at every scale from individual to global. Private individual actions may not increase at a rate sufficient to address the problem in a timely manner. To increase the impact, we are considering presenting pitches to the higher levels such as a pitch to BCHydro.

Test on Touch Devices

We would like to test our interface on touch screen devices. The HomeE system is designed specifically for touch screen devices. At this point due to the virtual testing process and limited accessibility to the touchscreen devices for the users, most of our participants used desktop platform and mouse or keyboard to perform the tasks. We realized that it caused some confusion, and the user experience would be different when someone is using a touchable screen. Hence, to allow users to give more accurate feedback, we would like Test our interface on touch screen devices like an iPad or even the smart home hardware itself.

Production Build

Develop the production build for release, the priority is to follow the ER diagram to establish the schemas for the back-end database and connect the front-end interface with it to retrieve and display the actual data. Furthermore, a dedicated collaboration needs to be established with service providers (e.g., BC Hydro) to fetch the utility data with different granularities, where secure and reliable Open APIs shall be accessible to or created by the development team if missing in the first place. Thereafter, user authentication and home automation would be the next few things to embark on.

Business Plan

Develop a business plan that includes branding and marketing. We would like to create a marketing plan to provide detailed action items that can help us to connect with our potential users and encourage them to incorporate our system into their houses. In addition to that, we would like to put more effort into creating key brand elements, like logo, website, and brand style guidelines.

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