TV shows and movies offer easy and accessible entertainment and a great way to pass the time effortlessly—unless you're feeling indecisive. There's plenty of apps to assist in managing watchlists and discovering new content, but the challenge often lies in choosing what to watch, especially when watching with others. Struggling to find common ground and make decisions can detract from the leisurely enjoyment of watching TV.
I managed every aspect of this project solo, from concept to handoff. I navigated through discovery, research, design, and testing, all while adhering to a tight, self-managed schedule to meet the deadline.
Choosing what to watch, whether alone or together, can be challenging. Navigating the multitude of streaming services to determine available shows and movies adds to the hassle. Watching TV should be relaxing!
We want to know how people decide what to watch and how they watch it so that we can create an app that fills a market gap. To answer these questions, I will use three different research methodologies:
I performed an analysis of leading TV companion apps and evaluated their features, strengths, and weaknesses. This offered valuable insights into the competitive market but also served as the cornerstone for selecting features to integrate into Kismet to set it apart from the competition.
I distributed surveys to TV viewers to understand their experiences with existing apps and the challenges they encounter when trying to relax with TV. The feedback from the 10 responses I received challenged my assumptions and provided direction on which features to prioritize.
I conducted interviews with 5 individuals who find enjoyment and relaxation in watching TV and movies. These participants represented a diverse range of technological proficiency levels, an important consideration since I aim to ensure that my app is user-friendly even for those who may not be tech-savvy. Using affinity mapping, I organized interview responses to identify recurring themes and issues. Among all participants, common themes included decision paralysis, selecting shows to watch with others, and using TV as a means of relaxation.
Based on my research, I crafted Points of View (POV) statements that captured what people were saying. Then, I turned those insights into How Might We (HMW) questions, flipping challenges into opportunities for solutions. After considering several options, I selected the one that most closely resonated with the feedback gathered from surveys and user interviews.
Using the POV statements and HMW questions as a foundation, I constructed a persona profile to reference throughout the design process. This helped to ensure that the product resonated with the needs, goals, frustrations, and pain points. To deepen empathy with this persona, I developed a journey map to highlight their pain points and identify opportunities.
We want to know how people decide what to watch and how they watch it so that we can create an app that fills a market gap. To answer these questions, I will use three different research methodologies:
I performed an analysis of leading TV companion apps and evaluated their features, strengths, and weaknesses. This offered valuable insights into the competitive market but also served as the cornerstone for selecting features to integrate into Kismet to set it apart from the competition.
I distributed surveys to TV viewers to understand their experiences with existing apps and the challenges they encounter when trying to relax with TV. The feedback from the 10 responses I received challenged my assumptions and provided direction on which features to prioritize.
I conducted interviews with 5 individuals who find enjoyment and relaxation in watching TV and movies. These participants represented a diverse range of technological proficiency levels, an important consideration since I aim to ensure that my app is user-friendly even for those who may not be tech-savvy. Using affinity mapping, I organized interview responses to identify recurring themes and issues. Among all participants, common themes included decision paralysis, selecting shows to watch with others, and using TV as a means of relaxation.
Based on my research, I crafted Points of View (POV) statements that captured what people were saying. Then, I turned those insights into How Might We (HMW) questions, flipping challenges into opportunities for solutions. After considering several options, I selected the one that most closely resonated with the feedback gathered from surveys and user interviews.
Using the POV statements and HMW questions as a foundation, I constructed a persona profile to reference throughout the design process. This helped to ensure that the product resonated with the needs, goals, frustrations, and pain points. To deepen empathy with this persona, I developed a journey map to highlight their pain points and identify opportunities.
Numerous features could ease pet owners' concerns about leaving their pets with a stranger. Given the scale of the project and limited time, I had to determine which features to implement first and which ones to defer. I prioritized based on the frequency with which they were mentioned in my research.
Before proceeding with wireframing and usability testing, I created a sitemap to establish the screen hierarchy and structure.
I opted for a dark theme, considering that users will predominantly use the app in dimmer settings as they unwind to watch something. Incorporating a fate-based theme was intentional, highlighting the app's role in alleviating the burden of choice for users and assisting them in selecting their next pick.
After outlining low-fidelity wireframes for essential screens related to desired user tasks, I refined the information hierarchy. Once content with the layout, I progressed to creating mid-fidelity screens and a prototype for usability testing purposes.
Numerous features could ease pet owners' concerns about leaving their pets with a stranger. Given the scale of the project and limited time, I had to determine which features to implement first and which ones to defer. I prioritized based on the frequency with which they were mentioned in my research.
Before proceeding with wireframing and usability testing, I created a sitemap to establish the screen hierarchy and structure.
After outlining low-fidelity wireframes for essential screens related to desired user tasks, I refined the information hierarchy. Once content with the layout, I progressed to creating mid-fidelity screens and a prototype for usability testing purposes.
Numerous features could ease pet owners' concerns about leaving their pets with a stranger. Given the scale of the project and limited time, I had to determine which features to implement first and which ones to defer. I prioritized based on the frequency with which they were mentioned in my research.
After outlining low-fidelity wireframes for essential screens related to desired user tasks, I refined the information hierarchy. Once content with the layout, I progressed to creating mid-fidelity screens and a prototype for usability testing purposes.
I developed user flows to illustrate the key pathways users will navigate while interacting with the app.
Numerous features could ease pet owners' concerns about leaving their pets with a stranger. Given the scale of the project and limited time, I had to determine which features to implement first and which ones to defer. I prioritized based on the frequency with which they were mentioned in my research.
Before proceeding with wireframing and usability testing, I created a sitemap to establish the screen hierarchy and structure.
I opted for a dark theme, considering that users will predominantly use the app in dimmer settings as they unwind to watch something. Incorporating a fate-based theme was intentional, highlighting the app's role in alleviating the burden of choice for users and assisting them in selecting their next pick.
I adjusted a Material 3 kit with Kismet's branding to keep it simple for the development phase.
After outlining low-fidelity wireframes for essential screens related to desired user tasks, I refined the information hierarchy. Once content with the layout, I progressed to creating mid-fidelity screens and a prototype for usability testing purposes.
I developed user flows to illustrate the key pathways users will navigate while interacting with the app.