Ok, Zoomer:
An Android Launcher

Explores a solution for older people who feel uncomfortable using smartphones because they have technological challenges.

Overview:

For many older adults, complex interfaces create a frustrating barrier to communication and daily digital interactions. Ok, Zoomer was designed to bridge this gap.

Challenge:

My mission was to create a launcher that felt welcoming, empowering, and easy to use without compromising core functionality.

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 final launcher delivered an 82% task success rate, proving its intuitive nature. 95% of users reported increased confidence, demonstrating a significant leap in usability and accessibility.

Discovery & Define:

“How might we design a smartphone experience that empowers older people to navigate their devices with confidence and ease?"

To uncover the root challenges, I conducted interviews with five individuals aged 28-63. I focused on those who either struggled with technology themselves or had loved ones who did.

User Personas

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James (Primary)

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)

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.

The Biggest Take Aways:

  • Larger buttons, simplified navigation, and clear visuals were critical for user confidence.

  • Many users weren’t aware of, or fully utilizing, their smartphone’s features.

  • 80% of participants expressed a desire to learn more about their device’s capabilities.

UX Process

Comparative and Competitive Analysis

To ensure the best possible solution, I analyzed existing operating systems and launchers, identifying gaps in usability and accessibility.

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

Why an Android Launcher?

  • Customizability: Android launchers allow a tailored experience, optimizing accessibility.

  • More Control: Unlike iOS, Android enables deep interface modifications, making it possible to design with older users in mind.

Finding the MVP and Prototyping

Recognizing that communication was the top priority, I streamlined the interface to make calling and texting effortless.

Simplified User Flow

By refining interactions to their simplest form, I ensured that users could perform essential tasks without confusion or frustration.

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Mocks to Final Product

Drawing inspiration from Windows 10 on Nokia devices, I designed an interface with large buttons, high contrast visuals, and an intuitive layout, all aligned with AAA accessibility standards.

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

Video of Prototype