The project required the student to redesign an internal employee application to learn about ads. The client was Procter & Gamble. Their employees had been using the Spacecraft application for a long time to understand market trends in terms of advertisements, but the app has niggles and the user experience is not up to the mark.
The objective was to understand the vision of stakeholders and deliver a seamless experience in terms of gamification and user experience.
Initial hypothesis was made to validate the data through primary and secondary research, the findings included a lack of good interaction as well as navigation of the application without any training. A double-diamond approach along with design thinking was used to validate the findings. Primary and secondary research was conducted virtually, considering the situation. The sample size was 40 - 50 people for the primary research, most of the participants were internal employees of the organization. The sample pool was spread across the locations of Houston, Singapore, Japan, India.
Data Synthesis, Gamification, Research, User Experience, User Study