RTE Player Redesign: Blog One
In Team Saturn’s experience as users, we had all found difficulties with the RTE Player App. But as designers, we craved the challenge of figuring out a better solution to deliver a better product and experience.
Analysis of Product
A brainstorm session with dot voting aligned our chosen app decision. Our initial approach found us interrogating the RTE Player app from a variety of angles to gain a solid understanding of the product. We used Nielson’s 10 Usability Heuristics for User Interface Design to analyse and structure our initial assumptions about the app. Particularly coming from a team made up entirely of designers, we needed to speak with real users to see if they felt similarly to us about the experience, a central aspect of User Centred Design.
Qualitative Findings
Through observational studies, reviews and interviews, we heard and spoke from users directly. Hearing their honest opinions was sobering: the scale of the potential redesign that was necessary became clear. Users described frustration navigating, finding content, a lack of personalisation, empty/glitchy help sections and frequent advertisements (after long discussions on solutions to this specific advert problem, we decided reducing the number of ads was outside of our control and there were more pressing, fixable issues to work on).
Extensive competitor analysis gave us a detailed picture of the market standard for video streaming apps, and RTE Player fell short. The best apps consistently showcased easily accessible, personalised content for a user to access, like Netflix which topped our surveys as the favourite. Looking at indirect competitors informed our understanding of apps that were successfully integrating social interactivity in particular, and helped with idea generation.
Quantitative Findings
Our Survey and RTE Digital Audience Report informed the picture on who the user base was (15–34yr olds). The seasonality of usage indicated the need for the redesign: in the Spring of 2020, Normal People brought huge traffic to the app (3.3 million streams), but a missed opportunity to keep audiences engaged after the credits rolled. Lots of people had tried the app, but we found it difficult to find ‘regular’ users. This was a shortcoming of our project, and ideally we would have more testing/interviews with regular users, but they were difficult to source.
Our findings were brought to life in the form of Derick, our final chosen persona (further supported with empathy maps). This was a result of our design thinking led approach, building empathy and helping us to define. We checked in with Derick throughout the process, making sure we were still designing a product that would address his needs. Isolation and loneliness as themes emerged and needed to be addressed. Case studies on mobile users habits indicated mobile streaming is typically an individual activity, often viewed alone in bedrooms. Jaesin did extensive research into parent mode, and although we targeted a younger demographic, this work informed our extreme user.
Once our research had been condensed into a problem statement and jobs to be done, we felt we had an informed direction to move the project forward. Our project goals further synthesised this into a working strategy.
We had considering tackling particular sections of the app, improving on the already existing features. But the span and depth of issues was clear, especially because of the need for a streamlined navigation structure. Saturn had five members, so we were confident taking on a full redesign.
The following images are a summary of the research tasks completed. Further details and extra boards can be found on our Mural board.
Scenarios
App Walkthrough As is (Full Task Analysis in Blog Three)
Personas
Empathy Maps
Observational Studies
Interviews
Competitor Analysis
Heuristics
Project Goals
How Might We Statements/Stakeholder Priority
Jobs To Be Done
Survey Results
References
Nielsen, J. (1994, April 24). 10 Usability Heuristics for User Interface Design. Retrieved from NN/g Nielsen Norman Group: https://www.nngroup.com/articles/ten-usability-heuristics/
Doorley, S., Holcomb, S., Klebahn, P., Segovia, K. & Utley, J. (2018). D.SCHOOL BOOTLEG DECK. Retrieved from Institute of Design at Stanford University, January 23, 2021:
Muller, H., Gove, J. L., Webb, J.S, & Cheang A. (2015) Understanding and Comparing Smartphone and Tablet Use: Insights from a Large-Scale Diary Study.
Retrieved January 23, 2021, from