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Understanding

THE CONTEXT

Smartphone alerts every 10 minutes. Time wasted checking and responding. Cost per employee £2,802. Smartphone use making your child distracted, anxious, irritable. Teachers being videoed. Students gaming and on social media.

Xerofone was conceptualised out of a genuine concern and worry for the health and wellbeing by a parent, for his children. Of immense interest, was the growing evidence, through global research, about the negative effects of smartphones.

 

 

LEARNING

A global research, from very credible, independent sources, clearly proved to the team, that society was and is, in the depths of a huge problem i.e. smartphone addiction. This problem crosses all demographics in every corner of the world. It is much more than just a problem for teenagers, addicted to social media.

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Researching

Persona Analisys 

The research phase defined that the main groups affected by smartphone addiction are businesses, schools and parents at home. Inside the app we need to bulid structure for super users, organisation admins, managers and end users.

With the personas defined, the next step was to build a strong and easy to use manager and a simple and very easy to install app. The app and the manager flow will grow according to the users.
 

 

Scenario

An app for the main smartphone models should consider the main OS's. With this in mind, we started to build independent flows respecting the main guidelines to iOS and Android. All small details like screen positions, button styles and forms were studied and tested before the definition of the app maps.

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Scenario

We worked on several sitemaps and wireframes to define how the experience framework would be. The challenge was to keep the structure with an institutional feeling and fast reading content.

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MY ROLE

UX/UI Responsible Design, Mobile design, Samsung brand guidelines. 



Question?