Android Mobile
Turnkey Product

UX DESIGN INTERN

NVIDIA

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Universal Search
Experience

Role

UX/UI Design Intern

Teams

Nvidia GPU Cloud design team and SHIELD Engineering team

Tools

Sketch, Abstract, Miro, InVision

Background

I interned on the SHIELD engineering team, and received co management and design guidance from the NGC Cloud team, where I worked on designing the mobile UX for a turnkey product that provides monitoring and safety features for the user. Designed for white-label usage, this experience will also be branded to fit individual business needs.

This is a high-level overview of my design process. Can show in depth design visuals in person upon request.

Deliverables - Mobile
  • Research - Insights and recommendations from research activities i.e competitive analysis, internal/external audit, user testing.
  • Design - Provide a set of flexible tools that support diverse results and use cases. Determined by the creation of mock ups, wireframes, and static/dynamic prototypes.

Context

As a UX/UI design intern under the SHIELD engineering team, my main focus was to conduct further research and design of an
Android mobile experience for a turnkey out -of- box product.

This product would give users the ability to collect, observe and control video and data of important daily events digitally. To improve the user experience and create efficiencies, I pushed to prioritize UX for the sake of time and to thoroughly address the needs of the project, making way for an entire app design that I was fortunate enough to lead.

For NDA purposes, this case study is a high-level overview of my design process .

Understanding the Product and the User

To fully comprehend the details of the project, I collaborated closely with my senior design lead and the lead project manager on the NGC design team to deconstruct the Product Requirement Definition (PRD) document given to me at the start of my internship.
 
These review sessions helped to understand the specific problem I was going to solve and the target audience I would be designing for.

Target User Personas

The prospective user for this product can be categorized into two distinct customer groups: Small Business Users and Home Users

By delineating these user types, I  can tailor the design to effectively cater to the unique preferences and requirements of each group.

"Customers sometimes pay for items that they forget to take. with them. When they come back to claim the item, I would like to be able to find a visual verification of the fact they forgot the item."

Employee in a small business

Video-minded user

"I need to get credit from the bank so that I can increase sales in my store. The bank asks for a business plan that includes (...) pass-by traffic, capture rate, and conversion rate - and how that relates to my daily sales. No idea how to get that data."

Small business owner

Data-minded user

"I would like to know if somebody other than members of my family is at home. My kids bring fiends when I am out, and I think one of them is a troublemaker. I’d rather know immediately."

Parent

Video-minded user

"I have a restaurant business. I need to know if anybody is taking care of customers waiting to be seated, I need to know how long they wait for an order to be taken, how long they wait for food after the order is taken, how long it takes to get them bill, and then how long to clean the table once they had left"

Restaurant Owner

Data-minded user
*Video-minded users are primarily interested in consuming video content, and Data-minded users have a stronger preference for accessing data from captured video.
Purpose of the Product
Security

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Monitoring

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Retail

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Articulating Design Strategy

With the business goals and requirements defined for whats to be included in the experience, I started the formal design process with two user flow diagrams of touch points that users would encounter throughout their interaction with the product.
This helped to visualize the experience before moving into the wire framing stage.

Set up Experience (high - level)
In-app Experience (high - level)

Crafting the Experience

With foundational knowledge of the experience in place, I began to ideate concepts across the onboarding , video player controls, data mapping, and parameters in low fidelity wireframes.
During this process I conducted review sessions with my engineering intern counterparts to identify any limitations or restrictions and proposed solutions to any roadblocks.

Stakeholders Review Meetings

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I had to be proactive in seeking out feedback from engineering and design stakeholders to ensure there was alignment in project expectations.
Using the low fidelity wire frames, I got early creative feedback about the information architecture from the team which helped to inform the design decisions for high fidelity mock ups.

User Testing

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Using Sketch to build out a click through prototype of the mobile experience, I partnered with the User Research team to conduct remote user testing sessions with 5 internal participants to test and receive feedback on the final user flow.

Some Key Takeaways
Onboarding

Ensuring all copy is clear and void of technical terms (unless defined) helps for a smoother onboarding process.

Parameters

Clarifying the relationship between parameter types ,empty states, and named parameters helps to create clear card layouts.

Video Player

Adding relevant video controls in both Live, and Pre-recorded view helps to reduce confusion of which view the user is in.

Data

Providing tool tips or copy when the user first enters the data page will help to clarify the differences in graph types.

Final Thoughts

This project allowed me to practice critical thinking, attention to detail, and human-centered design thinking to configure all of the necessary features into such a complex tool. This internship overall was by far the most challenging but rewarding experience. I  enjoyed and appreciated the challenge of designing my first end-to-end product and it taught me a lot about being confident in the design decisions I make. This internship showed how beneficial it is to be a team player and having the opportunity to collaborate with other designers and engineers.