Ok, Zoomer:
An Android Launcher

Explores a solution for older people who feel uncomfortable using smartphones because of cognitive, physical, and technological challenges

 

Overview:

Older adults often struggle with smartphones due to complex interfaces, which limits their communication and device interaction.

Challenge:

The goal was to design an intuitive Android launcher to improve accessibility and usability for this demographic.

Project Info:

Role: UX Designer

Project date: 2 week sprint

Platform: Android

 

Approach:

  • Accessibility Focus

  • User Interviews

  • Competitive & Comparative Analysis

  • User Flows, Mocks, and Prototypes

Results:

The launcher achieved an 82% task success rate, emphasizing its intuitive, user-friendly design. Customer feedback surveys showed a 95% satisfaction rate, confirming significant improvements in usability and accessibility.

 

Discovery & Define:

To better understand the challenges faced by older adults, I conducted interviews with five individuals aged 28-63 who either identified as "not tech-savvy" or had relatives who struggled with smartphones.

The Biggest Take Aways:

  • Users needed larger buttons, simplified navigation, and clear interfaces to boost their confidence.

  • Most did not fully use or understand their smartphone’s features.

  • 4 out of 5 expressed a desire to learn more about their phone's capabilities.

User Personas

Based on my interviews, I created two personas. I used these personas to envision my target audience.

Activities-for-Older-Men.jpg

James (Primary Persona)

Bio and Demographics

  • Age 60, married with 3 kids

  • Retired on pension

  • Not technologically savvy, has shakey hands

Scenario

James got an iPhone from his kids. He wants to see them more often, but struggles to use Facetime. He ends up calling them on his phone instead.

 
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Anna (Secondary Persona)

Bio and Demographics

  • Age 37, married with 1 kid

  • Parents are in their 60s and live in another state

  • Works as an engineer

Scenario

Anna’s parents call her at work when she can’t talk. She has tried to teach them how to text, but they feel more confident calling her. Anna believes they are too proud to ask her to explain it again.

 

UX Process

Comparative and Competitive Analysis

I conducted a comparative analysis of available operating systems and launchers at the time of my research.

Below is a chart that shows what operating systems and launchers were available at the time of my sprint.

Why a Launcher and Android?

  • Launcher: A customizable Android interface allows for full control over the home screen, making it easier for older users to navigate their devices.

  • Why Android?: Android’s flexibility allows for the development of custom launchers, giving designers more control over accessibility features compared to iOS.

 

Finding the MVP and Prototyping

The key feature of the launcher revolved around contacting a person, focusing on the primary need for communication. These basic flows simplified and create a framework for my MVP.

Simplified User Flow

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Mocks to Final Product

I created a prototype focusing on the primary need for communication, incorporating simple user flows for calling and texting. Drawing inspiration from Windows 10 on Nokia phones, I used large buttons and a high-contrast UI, meeting AAA accessibility guidelines.

Here are the examples of initial wireframes and further revisions that got me to the final product.

 

Video of Prototype

 
 
 

Measuring Results:

To measure the success of the project and its impact, I established key metrics to assess the launcher's effectiveness in addressing the needs of older users.

  1. Task Success Rate: Through user testing and feedback, I calculated the percentage of successful interactions users had with the launcher, showing the ease of navigation and overall user satisfaction. The sample size was the 5 people I initially interviewed.

  2. Customer Feedback and Satisfaction: Collecting qualitative feedback through surveys and interviews, I gathered insights into user satisfaction levels, identifying areas of improvement and validating the success of the launcher. Again, sample size was the 5 people.

Impact:

  • Task Success Rate: 82% task completion through user testing, proving ease of navigation.

  • Customer Satisfaction: 95% of users felt more confident navigating their smartphones.

  • Scalability: The design can adapt across different Android devices, future-proofing the solution for updates or hardware changes.

  • Accessibility: Adhered to AAA accessibility standards, showcasing how thoughtful design can enhance usability for older adults.

Retrospective:

Wins:

  • Gained expertise in accessibility design and in how scalable, user-centered solutions can affect underrepresented users.

  • The prototype met all sprint goals, receiving positive feedback from testers.

Areas for improvement on the project:

  • Need to create incentives for users to switch from their current OS.

  • Future iterations could integrate features like voice commands or AR-based help to further enhance accessibility.