home.

Smarthome for everyday home

THE CHALLENGE

Develop a connected product and service based for IoT enabled devices in the modern home.

THE SOLUTION

A customizable interface accompanied by a mobile app environment for people living in shared spaces.

USER RESEARCH

Designing for Millenials

Whether in a shared space with family, friends or housemates, most household appliances are used by multiple individuals. The design team decided to design a solution for young professionals & growing families living in shared starter homes. Major stakeholders include home developers, first time home buyers and realtors.

Mobility

Millineals in the age bracket of 24-35 yrs orld are more willing to move to accomadate for their career aspirations.

DIY Lifestyle

With the rise of the internet and information sharing this generation has grown into the DIY lifestyle to conserve financial spending.

IoT Age

Millennials trends have shown a higher adoption rate for IoT devices and a higher retention compared to other generations.

We need to understand the situation before designing for our users.

PERSONA

Understanding the User

The team opted into using journey Maps try to capture the experience of a user within a home. They are a visual trip of the user across the solution. Journey Maps are some kind of a journal, where user notes their feelings, pain points and the moments of delight.

User Journey Maps may have several layers, the team did not focus only on a particular element that triggers action. It allowed the team to focus more on a user — describe their feeling, thoughts, what they while interacting with the product.

journey-map

Design & Delivery

As designers, we tend to focus a lot on creating beautiful visuals, how perfect every pixel is going to look and often end up missing the bigger picture. The development of the final product stressed the focus should be on people and problem-focused, not ‘features’ focused’. This approach landed the team with a UI that revolved around the lifestyle of the users that interact with the application. Along with the understanding that the interaction with the interface does not occur as often as then the manufacturer (us) that would occur. It was also learned that users will only interact with the interface if something was wrong or a change was needed.