Pain point #1: Clear Instructions
We gave a clear fulfilable goal to the user that they can execute instead of vague exploration
The question we were asked was to reimagine the end-to-end proposal journey as one AI-assisted workspace, making manual coordination faster and enabling teams to handle more proposals.
Designers contibute as the backbone of todays tech work having a place in all majour companies and contribiting to large scale change in many different ways
A TIRED DESIGNER
Constantly Switching tools
100 Deadlines
Multiple Devices
Sketches Everwhere
And that oneThese were our maintargets and the people we wanted aware of our products
Heres what we heard from our users
Heres what we heard from our users
We wanted to see what all we could do to make different solutions for these problems but we wanted to make sure to not have a perticular set outcome. So we focused on what elements brought nostalgia to designers that they could all relate to.
We wanted to see what all we could do to make different solutions for these problems, without committing to one fixed outcome. We focused on elements that brought nostalgia to designers.
We made a deck to guide our users through activities in various software.
Browse through the activities we made here
Heres the three key decisions we made that made a differnce in users and the way they thought about our products
We gave a clear fulfilable goal to the user that they can execute instead of vague exploration
We gave a clear comparable visualisation of how their efficiency and productivity will be improved.
We gave them a visual guide of exactly they can do to customizing the mouse so that there is no confusion
Heres how we conducted workshops at various design studios to help build our user reach
In the workshops we wanted to see if our activities worked and brought out the results we wanted
Each workshop also included a simple, goal-oriented task. This helped guide exploration without limiting it, giving participants both direction and room to discover the product on their own.
Heres what we learned form our sessions
Inspired by a PT period, the masterclass followed a clear flow with defined activities. Empathy and interaction were central to the experience, helping build a more meaningful connection between participants and the product.
To encourage the interaction and product use we set a challenge where participants were given a canvas with a set of characters and objects to create a unique scene.
They had two minutes to customize their devices and three minutes to complete the scene.
We had almost 90 participants each customising and trying all the devices
Fig. Social Media
Fig. Strategy and design
Fig. Visual tokens
Detailed UX and UI work is under NDA. Contact to know more
What the demos did for us?
What the Masterclass do for us?
How did we help the business?