Case Study - OOMI
Giving a Space Age Product a Human Appeal
Helping a smart home startup give polish to their information architecture
Recommend an experience flow for Oomi smart home tablet widgets that will help users better understand how to use an unfamiliar digital product in an equally unfamiliar category.
A new and improved information architecture framework for Android tablet widgets that requires little to no learning curve; improved interaction design that not only helps users accomplish tasks but also helps user understand the unique benefits of Oomi technology
The expanding smart home category has been struggling to find its footing and its category leader. Oomi has established a position for itself by offering both hardware and software that work in concert to provide a comprehensive smart home experience, but their products are young and in development. Oomi asked us to partner with them to help improve their preliminary individual control widget designs for its Android tablet. After reviewing the brief and some additional observations of our own, we went a step further to help Oomi achieve success by offering a new take on the overall organization and experience of its tablet interface.
We were working with a product in much need of some love and attention.
Beyond the opportunity to build intuitive experience flows for the device control widgets, we observed a need to provide greater organization to those widgets and to help users effortlessly know how and where to access, organize, and customize those controls. Additionally, we know there are barriers to adoption of smart home products, and we wanted to give users confidence that our product could give them convenience and comfort that they did not have before now.
Smart home is a relatively new category and most ordinary people do not understand how smart home devices are used and what benefits they offer. We understood that the general lack of knowledge about smart home technology could make answering specific questions about it difficult. As well as asking more general questions, we showed tangible mockups to users and asked them to respond to what they were seeing in order for us to know how users respond to different organizations of tasks and information.
First things first: What did we want to learn from our users?
We gathered elusive feedback by using mockups as conversational prompts very early in our process (among other approaches).
Organizing our feedback into thematic buckets helped us visualize the feedback by relevance.
From insights and preferences gathered during our research, we were only then able to clearly define the problems most in need of attention. It was clear to us that we may need to reexamine our original brief in order to ensure our solutions were solving user real user needs.
It was clear to us that based on the most common user pain points that our scope would have to change in order for this product to be successful.
Our concept development phases began with five clickable low-fidelity prototypes tested on individuals not previously familiar with smart home products in order to measure responses from the most objective users. A second round of clickable prototypes at medium fidelity followed client feedback and evolved with additional user testing.
Our final design incorporated all previous feedback into conventions that help to organize tasks where users could intuitively expect to find them. It prioritizes the most desirable features into prominent features like the desirable automated "Scenes" capabilities. Our solution only reveals information to the user as it becomes relevant, such as only showing living room devices when accessing the living room tab.
As the project came to a conclusion, Oomi hailed our extra effort to ensure the success of their interface beyond their expectations. Solutions that at first had seemed secondary were met with disproportionate enthusiasm, and they planned on sharing our solutions with their engineers immediately.