Kreatorina Labs Case Study for Medium ➜ YouTube

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1. Design Thinking Versi Dwinawan

1.1. 1. Memilih Masalah

1.2. 2. Melakukan Riset

1.2.1. Memahami Masalah

1.2.2. Questioner, User Interview, Survei

1.3. 3. Mencari Kesulitan User

1.4. 4. Membuat Daftar Kebutuhan User

1.5. 5. Mencari Solusi

1.6. 6. Memilih Platform

1.6.1. Website

1.6.2. Aplikasi

1.7. 7. Merancang Alur

1.8. 8. Pembuatan Sketsa

1.9. 9. Proses High Fidelity

1.10. 10. Prototype

1.11. 11. Usability Testing

1.12. 12. Evaluasi

2. UX Process Flow

2.1. Research

2.1.1. Goals

2.1.1.1. Study user behaviors and user needs

2.1.1.2. Find design opportunities

2.1.2. Activities

2.1.2.1. Competitive analysis

2.1.2.2. User Interviews

2.1.2.3. User Observations

2.1.2.4. Identification of User Goals

2.1.2.5. Stakeholder mapping

2.1.2.6. Stakeholder interviews

2.1.2.7. Marketing research

2.1.2.8. Brand needs

2.2. Strategy

2.2.1. Goals

2.2.1.1. UX Plan analysis

2.2.1.1.1. Users & Scenarios

2.2.1.1.2. Project kick-off

2.2.2. Activities

2.2.2.1. User personas

2.2.2.2. User Journey

2.2.2.3. Task flow

2.2.2.4. Goals to tasks

2.2.2.5. Task to functions

2.2.2.6. Kick-off meeting

2.2.2.7. Ideation workshop

2.3. Design

2.3.1. Goals

2.3.1.1. Experience and explore

2.3.1.2. Solutions and variants

2.3.2. Activities

2.3.2.1. Create sitemap

2.3.2.2. Create wireframes

2.3.2.3. Information design

2.3.2.4. Write content for UX Design

2.3.2.5. Wireframe first review

2.3.2.6. Prototypes

2.3.2.6.1. Low fidelity (mockup)

2.3.2.6.2. High fidelity (with visual design)

2.3.2.6.3. Style guide

2.3.2.6.4. Static mockup

2.3.2.6.5. Working prototype (ready for testing)

2.4. Test Validation

2.4.1. Goals

2.4.1.1. User test

2.4.1.2. Heuristic evaluation

2.4.2. Activities

2.4.2.1. First session of tests with team members

2.4.2.2. Heuristic evaluation

2.4.2.2.1. Visibilitas status sistem

2.4.2.2.2. Kecocokan antara sistem dan dunia nyata

2.4.2.2.3. Kontrol dan kebebasan pengguna

2.4.2.2.4. Konsistensi dan standar

2.4.2.2.5. Pencegahan kesalahan

2.4.2.2.6. Pengakuan alih-alih mengingat

2.4.2.2.7. Fleksibilitas dan efisiensi penggunaan

2.4.2.2.8. Desain estetis dan minimalis

2.4.2.2.9. Bantu pengguna mengenali, mendiagnosis, dan memulihkan dari kesalahan

2.4.2.2.10. Bantuan dan dokumentasi

2.4.2.3. User test

2.4.2.3.1. Feedbacks and updates

2.4.2.3.2. User interviews

2.4.2.3.3. User surveys

2.5. Design & Test Validation

2.5.1. Reiterate / Revise design

2.6. Launching...

2.7. Measurements

2.7.1. Goals

2.7.1.1. UX Metrics after deploy for continuous improvements

2.7.2. Activities

2.7.2.1. Conversions

2.7.2.2. Bounce rate

2.7.2.3. Subscribers

2.7.2.4. Returning visitors

2.7.2.5. Page views per visit

2.7.2.6. SEM keyword value

2.7.2.7. Keyword triggering results

3. Inovasi

3.1. Problem

3.2. Opportunity

3.3. Solution

3.4. Services

3.5. BMC

3.6. Traction

3.7. Market Positioning

3.8. Target & Timeline

3.9. How to Reach

3.9.1. Strategy

3.9.2. Tactics

3.9.3. Goals

4. Gambar UI Final

5. Disclaimer

5.1. Case Study dibuat dengan penjadwalan proyek menggunakan Objective Key Result (OKR) beserta Timeline yang dikerjakan secara individu. Proses desain menggunakan Metode Design Thinking. Menggunakan online survey dan user interview. User Testing dilakukan Usability testing pada user berdasarkan data dan fakta.

6. Tentang Produk

6.1. Purpose

6.2. Logo

7. Solusi

8. Proses Desain

9. Penjadwalan Proyek

9.1. OKR Hierarchy

9.2. Timeline

10. Fase 1 : Strategize

10.1. 1.1. Mendefinisikan masalah

10.1.1. Apa permasalahan yang terjadi?

10.1.2. Dimana permasalahan yang terjadi?

10.1.3. Mengapa permasalahan itu bisa terjadi?

10.1.4. Bagaimana solusi untuk permasalahan tersebut?

10.2. 1.2. Product Strategy

10.2.1. 1.2.1. Business Model Canvas

10.2.1.1. 1st/ Customer Segments.

10.2.1.1.1. For whom is {Product} creating value?

10.2.1.1.2. Who are their most important customers?

10.2.1.2. 2nd/ Value Propositions.

10.2.1.2.1. What value does {Product} deliver to the customer?

10.2.1.2.2. Wich one of their customer problems are they helping to solve?

10.2.1.2.3. What bundles of products and services are they offering to each Customer Segments?

10.2.1.2.4. Wich customer needs are they satisfying?

10.2.1.3. 3rd/ Channels.

10.2.1.3.1. Through which channels do their Customer Segments want to be reached?

10.2.1.3.2. How are they reaching them now?

10.2.1.3.3. How are their channels integrated?

10.2.1.3.4. Which ones work best?

10.2.1.3.5. Which ones are most cost-efficiency?

10.2.1.4. 4th/ Customer relationship

10.2.1.4.1. What type of relationship does each of their Customer?

10.2.1.4.2. Which ones have they established?

10.2.1.4.3. How are they integrated with the rest of their business model?

10.2.1.4.4. How costly are they?

10.2.1.5. 5th/ Revenue Streams

10.2.1.5.1. For what value are their customers really willing to pay?

10.2.1.5.2. For what do they currently pay?

10.2.1.5.3. How are they currently paying?

10.2.1.5.4. How would they prefer to pay?

10.2.1.5.5. How much does each Revenue Stream contribute to overall revenues?

10.2.1.6. 6th/ Key Activities

10.2.1.6.1. What key activities do their Value Propositions require?

10.2.1.6.2. Distribution Channels?

10.2.1.6.3. Customer Relationships?

10.2.1.6.4. Revenue Streams?

10.2.1.7. 7th/ Key Resources

10.2.1.7.1. What Key Resources do their Value Propositions require?

10.2.1.7.2. Distribution Channels?

10.2.1.7.3. Customer Relationships?

10.2.1.7.4. Revenue Streams?

10.2.1.8. 8th/ Key Partners

10.2.1.8.1. Who are their Key Partners?

10.2.1.8.2. Who are their key Suppliers?

10.2.1.8.3. Wich key resources are they acquiring from partners?

10.2.1.8.4. Wich Key Activities do partners perform?

10.2.1.9. 9th/ Cost Structure

10.2.1.9.1. What are the most important cost inherent in their business model?

10.2.1.9.2. Wich Key Resources are most expensive?

10.2.1.9.3. Wich Key Activites are most expensive?

10.2.2. 1.2.2 Go-To-Market Strategy

10.2.2.1. 1. What

10.2.2.1.1. Product

10.2.2.1.2. Value Proposition

10.2.2.2. 2. Who

10.2.2.2.1. Market Segmentation

10.2.2.2.2. BeachHead Strategy

10.2.2.3. 3. How

10.2.2.3.1. Channel Strategy

10.2.2.4. 4. Where

10.2.2.4.1. Promotion Plan

10.2.3. 1.2.3.. Tipe Customer

10.2.3.1. Paying Customer as Market

10.2.3.2. Riskiest Customer as User

10.3. 1.3. Business Strategy

10.3.1. 1.3.1 Business Lanscape (Khusus Redesign Need Data)

10.3.1.1. Contoh

10.3.1.1.1. file:///D:/Google%20Drive/PORTFOLIO/casestudygojek-bodetabekarea-gotomarketstrategy-170930124418.pdf

10.3.1.2. A.1. Coverage Area (Jumlah Riskiest Customer pada Area masing-masing)

10.3.1.3. A.2. Data Demografis/yang diperlukan

10.3.1.4. A.3. Grafik (Download App | Growth of Riskiest Customers | Growth of Paying Customers | Growth of Order

10.3.2. 1.3.2. Hyper Competition (Analisis Kompetitor: Produk vs Competitor)

10.3.2.1. Competitor Analysis using LEMERs Framework

10.3.3. 1.3.3 Strategic Models

10.3.3.1. C.1. S.W.O.T. Analysis (a)

10.3.3.2. C.2. PEST Analysis

10.3.3.3. C.3. Porter’s Five Forces Analysis

10.3.3.4. C.4. Value Chains Analysis (a)

10.3.4. 1.3.4 Tactical models

10.3.4.1. F.1. Benchmark

10.3.4.2. F.2. E and O theories

10.3.4.3. F.3. The 7-s framework

10.3.4.4. F.4. Six Sigma

11. Fase 2: Empathize

11.1. 2.1. Online Survey

11.2. 2.2. User Interview (Jika Perlu)

11.2.1. Guerilla Test

11.2.1.1. Random People

11.2.1.2. Iterasi Cepat

11.2.2. Segmented User

11.2.2.1. Kriteria

11.2.2.2. Lebih mengerti masalah tertentu

11.2.2.3. Pembagian Customer berdasarkan beberapa karakteristik

11.2.2.3.1. Contoh

11.2.2.3.2. Karakteristik atau metrics ini bisa tergantung kebutuhan, mau membuat segmentasi untuk apa

11.2.2.3.3. Mengacu kepada problem yang ingin di solve, initiatives apa dan ingin melakukan experiments apa

11.3. 2.3. User Personas

11.3.1. Kata Pengantar " "

11.3.2. Background: Nama, Umur, Pekerjaan, Pendapatan, Industri, Lokasi

11.3.3. About

11.3.4. Goals

11.3.5. Current Paint Points (Kendala)

11.3.6. Profile Scoring (Tech Knowledge, Financial Bandwidth, Safety Concerns, Outdoor Enthuasim)

11.3.7. Needs

11.3.8. Motivations (Use Product

11.4. 2.4 Archetypes

11.4.1. The Archetypes of UX Design

11.4.2. https://uxdesign.cc/building-meaning-for-teams-personas-or-archetypes-8395d6b70e9c

11.4.3. https://uxdesign.cc/they-are-all-around-us-6-archetypes-of-self-assessed-ux-designers-999fbe4310c4

11.5. 2.5. User Stories

11.5.1. When (Situation) an important new customer signs up, I want to (Motivation) be notified, so I can (Expected Outcome) start a conversation with them.

11.6. 2.6 Consumer Value

12. Fase 3: Define

12.1. 3.1. Design Values

12.2. 3.2. Analisis Masalah

12.2.1. Pain Points

12.2.2. User Neds

12.3. 3.3. Empathy Maps

12.4. 3.4. Customer Journey Maps

13. Fase 4: Ideation

13.1. 4.1. Main Design Features

13.2. 4.2. Information Architecture

13.3. 4.3. User Flows

13.4. 4.4. Sketches

14. Fase 5: Prototype

14.1. 5.1. Visual Research

14.1.1. Choose a Font

14.1.2. Color Palletes

14.1.3. Brand Name & Logo

14.2. 5.2. Wireframes

14.2.1. Medium-Fidelity Wireframes

14.2.2. High-Fidelity Wireframes

14.3. 5.3. Visual Designs

15. Fase 6: Test

15.1. 6.1. Usability Testing

15.1.1. Konsep

15.1.1.1. Pengukuran Metrics / Penilaian

15.1.1.1.1. Effectiveness

15.1.1.1.2. Efficiency

15.1.1.1.3. Satisfaction

15.1.1.2. Faktor Penentuan Success Metrics Prototype

15.1.1.2.1. Apakah conversionnya sesuai kriteria

15.1.1.2.2. Aakah terjadi droprate

15.1.1.2.3. Dengan adanya features baru bisa ngeboost transaction, dsb.

15.1.1.3. Method

15.1.1.3.1. Rainbow Spreadsheet

15.1.2. Participants

15.1.3. Observation

15.1.4. Metrics

15.1.5. Summary

16. Conclusion

16.1. What I Learn?

16.2. What's Next?

17. Referensi

18. Development

18.1. Build System

18.1.1. Architecture and Database Design

18.1.2. Development

18.1.2.1. Front End

18.1.2.2. Back End

18.1.2.3. Devops

18.2. System Testing Before Launch

18.2.1. User Testing I

18.2.2. Quality Assurance I

18.3. Deploy System (Launch)

18.3.1. Version

18.3.1.1. Pre-alpha

18.3.1.2. Alpha

18.3.1.3. Beta

18.3.1.4. Release Candidates

18.3.1.5. RTM

18.3.1.5.1. Release to Manufacturing

18.3.1.5.2. Release to Marketing

18.3.1.6. General Availability

18.3.1.7. Production or Live Release

18.3.1.7.1. Stable Release

18.4. System Testing After Launch

18.4.1. User Testing II

18.4.2. Quality Assurance II

18.5. Maintenance System

18.5.1. Tahun ke - 1

18.5.1.1. Q1 s.d Q.3

18.5.2. Tahun ke - 2

18.5.2.1. Q1

18.5.3. Tahun ke - 3

18.5.3.1. Q4

18.6. Documentation System

19. Singkat

19.1. Problem

19.2. Solution

19.3. How it Works

19.4. Thankyou

20. Learn UX/UI

20.1. 📍Context:

20.1.1. 🗄 Design a concept:

20.1.2. 📆 Year:

20.1.3. 🗂 Project scope:

20.1.4. 🎯Target user:

20.1.5. ⏱ Timing:

20.2. 📍Concept:

20.3. 📍Business hypothesis:

20.3.1. ➡️

20.4. 📍Architecture: 41 screens / 6 scenarios:

20.4.1. 1️⃣ Menu1:

20.4.2. 2️⃣ Menu2:

20.4.3. 3️⃣ Menu3:

20.5. 📍Principle concept solutions:

20.5.1. Low-fi

20.5.1.1. Gambar

20.5.1.2. Video

20.6. 📍Mockup:

20.6.1. Link Mockup

20.7. 📍Usability testing goal was to understand:

20.8. 📍UT results (from 10 testers):

20.9. 📍Next steps:

20.9.1. Prioritize insights

20.9.2. Build better solutions to meet all business goals

20.9.3. UT new solutions

21. Anqot Case Study

21.1. UI Hasil Jadi

21.2. Purpose

21.3. Logo

21.4. Deskripsi Produk

21.5. Background

21.6. SOLUTION

21.6.1. Objectives and Results of ANQOT

21.6.2. Process

21.7. PHASE 1: STRATEGIZE

21.7.1. Defining the problem

21.7.2. Product Strategy

21.7.2.1. Understand the market and opportunities for success

21.7.3. Business Strategy

21.8. PHASE 2: EMPATHIZE

21.8.1. Online survey

21.8.1.1. 162 Responses

21.8.1.2. angkot passengers

21.8.2. User Interview

21.8.3. Persona

21.8.3.1. BIo

21.8.3.2. Quotes

21.8.3.3. Attitude

21.8.3.4. Goals and Motivation

21.8.3.5. Frustration

21.8.4. Use cases

21.8.4.1. Job Story

21.8.5. Understand the goals and needs of users

21.8.5.1. Consumer Value

21.8.6. The problem

21.9. PHASE 3: IDEATION

21.9.1. Main design features

21.9.2. Information Architecture

21.9.3. Task Flow

21.9.4. Sketches

21.10. PHASE 4: PROTOTYPE

21.10.1. Wireframe

21.10.2. Visual Design

21.11. PHASE 5: VALIDATION

21.11.1. Usability Testing

21.11.2. Reflecting and reiterating