Online Matchmaking Platform Design

Client:          ONO by Hello x Lab (www.hello-xlab.com)
Type:            Capstone Project
Team:           Fan Wang | Aliya Ghare |  Taylor Umer | Monika Patel
Task:             Design 2nd Phase of ONO
Highlights:  Led the user research activities
                      create information architecture and wireframes
Duration:      12 Weeks (phase 1 has been launched in May 2023)

Context

What is ONO?

ONO, from Hello xLab, is an online platform that uses machine learning to match needs instantly and accurately with capabilities and resources worldwide, allowing users to propose projects or opportunities, create a remote ream, and have a single-channel collaboration and productivity tool accessible anytime, from anywhere.

Define the problem

Remote collaboration is an immutable reality of contemporary work culture. However, remote work and the tools used to facilitate it can raise several issues and make online co-working difficult.

When teams are not working in a common physical location, it becomes harder to sustain accountability and transparency. Project management becomes difficult as tracking tasks and seeing team progress becomes harder to assess.

How Might We

How might we improve communication and collaboration between team members and facilitate effective project management?

Research

Research Object
We aimed to achieve the following Objectives:
To focus on the needs of users after they have been matched, when they are being selected for a project by the project planner and then moving into the collaboration space.
To identify problems that people face when bringing together effective and productive teams.
to learn what the authentic needs are of remotely collaborating with other people who are located all over the world.
Research Plan & Survey Examples
Research Methodology
7
Semi-structure online Interviews with target users.
15
Online surveys with potential users.
2
Rounds user testing with 15 users through usertesting.com.

Sample Interview Questions

  • What online application or platforms do you use to collaborate with others in a professional ability?
  • If working in a remote team, what ground rules would you like to set with your teammates before starting a project?
  • What do you wish other people understood about remote collaboration?
  • What kind of communication problems do you face in a team?
  • If you can select your teammates, what personal qualities do you hope to find in your teammates?
Key Insights
Through analysis & synthesis individually and as a group, we came up with four key insights,
A Considerable amount of the human element in communication is lost in remote collaboration compared to in-person, which facilitates trust among members of a group.
Accountability issues impede project progress and team collaboration.
Project management in online workspaces is less effective when a team is not aligned with goals and expectations.
There are distinct qualities of the group that can promote success for a team and its members, and help mitigate the pains of remote collaboration.
Persona & Journey Map
We developed user personas and their corresponding journey maps that reflected the pain points, needs, and goals of our research participants who have worked in remote teams.

The personas—A project leader and the other someone hired for their skills and resources—helped us envision the users we were designing for and build empathy for them.

Journey mapping helped visualize the processes these users would go through to accomplish a goal and thus helped identify pain points and innovation opportunities to ease them.

Design

Ideation Process
We brainstormed several ideas and concepts that could tackle our users’ needs and pain points
Ideas such as virtual coffee and lunch breaks, scheduling tools, a clocking in tool, and in-app support for other productivity and communications platforms were all considered.
Using Crazy 8s to further explore these ideas and the MoSCow Method to delineate their importance, we concluded that a productivity platform with an activity centre, instant messaging, task and team progress tracking, and team evaluation capabilities would provide the perfect combination of tools that encouraged team building and communication as well as project management and individual accountability.

Usability Testing

Overview
User testing was conducted in two rounds on usertesting.com with pre-defined goals for each set.
In the first round, we wanted to validate whether our digital product fulfilled its intended purposes, flowed in a logical way, and was easy to use.
The second round of testing was to confirm that we had successfully addressed user feedback and to rout out any further issues with the app.
First Round Testing Feedback
  • Inconsistent font sizing leads to a lack of hierarchy and makes text difficult to read
  • Scroll bars not working
  • Dashboard widgets are all the same width, thus lack hierarchy
  • Lack of personalization and modularity for dashboard widgets
  • Activity section is only accessible through the dashboard and not elsewhere
  • No crop option when uploading images to Activities centre
  • No usernames in the Activity section, only profile pictures
  • ONO Asks prompt responses appear at bottom of chat log rather than the top which is confusing of personalization and modularity for dashboard widgets
  • Inability to message team members directly when looking at a selected task
First Round Testing Feedback
  • Users want integration of other tools like Jira and Slack
  • Activities button is small
  • Messaging should be available when on other screens and sections
  • Evaluations should be anonymous to encourage users to do them
  • During evaluations, users thought the numbers above the questions were actionable and led to the next question

Outcome

Stakeholders’ Feedback​

Stakeholders responded positively to the prototype we had built.

They gave us feedback regarding the flow of the messaging centre feature, and how we might improve the organization of information in these screens.
They responded positively to the activities centre which helped us feel secure in our design.And they also gave us ideas for how people might use these features.

Overall, we were encouraged and inspired by this meeting with our industry partner, and were excited to move into the final stages of the design process: testing and refining.

Key Takeaways

Our research revealed insights that lead us to design out four major features that addressed user needs and pain points: communication, accountability, interpersonal relationships, and project task management.

The final product we developed is a cohesive and aesthetically pleasing design. In one localized place, teams can communicate, socialize, manage tasks, and uphold accountability to one another. Based on user testing, the purpose of the design was clear and effective.

The flow of our product was easy to navigate and the purpose of its features was well understood. We asked users if they could see the real-world benefits of the product and their universal feedback validated our confidence in what we had developed. After 2 rounds of testing which informed our refinements, we can be assured that our design has satisfied the goals established in the beginning of the semester.