Music Player Project
The project was to redesign the music player experience, with an emphasis on the interface design. The project involved conducting research, identifying a target group, building out scenarios, developing a product, testing it, refining it, and finally pitching the idea in the form of a design brief. The final product was a music player that connects listeners to the musicians, providing the live music experience, new ways of discovery, and a new platform to purchase tickets to the show.
The three unique features of the music player that I focused on in this project were:
- Live streaming (and previously live recorded) shows to listeners, giving them the live music experience whenever and wherever.
- Promoting discovery though performance line-ups and local shows.
- Jumping into the ticket sales market. Getting listeners to the shows.
Role & Skills
- UX Design
- UI Design
- Visuals Design
Listeners can stream live performances that they can find though multiple search methods. The Home screen provides suggestions of live performances available to users as well as previously recorded live show that listeners can opt to listen to instead of there studio recorded library. When listening to a studio recorded track, the application suggests a live-recorded version of the song that listeners can easily switch to (and back) without stopping the music.
Users can choose to set reminders for shows that they would like to listen to, as well as purchase tickets to shows. The purchased ticket is saved in the application and can be accessed at anytime after purchase. When users arrive at the venue the application will notify them and open to the ticket. Wireless communication is used to validate the ticket and if all else fails a bar code is provided as an alternate method of validation.
Research & Ideation
Research consisted of looking at what players existed on the market, their audience, features, strengths and shortcomings. Interviews and observations were also a key part of research.
Ideation began with affinity diagraming. Pulling together all the research and identifying themes and insights. Insights from the affinity diagraming were the basis of the design solution.
During prototyping ideas were tested and improved. The flow of the players was a key focus during the prototyping phase. Navigation, concept, and interaction models were created to organize and prove the idea.
Finally detailed task flows were used to describe and show the functionality and key features of the player.
additional task flows can be seen here
A link here is provided for the complete design brief.