Halo

About the project

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5 key hub areas identified for redesign.

HALO was a redesign development project for HPD’s Client Manager, an internet based Portal. The portal enabled HPD clients to manage their invoice financing. It allowed them to quickly release capital from receivables through invoice purchasing or lending.

Prior to redesign the version of Client Manager available to customers was approximately 12 years old.

Client Manager has 5 main hubs all of which were within scope for redesign as part of the HALO project.

My Role

My role in the HALO project was to lead user experience research across a representative client sample. The main artefact of this work was a high-fidelity web application which would serve to illustrate the functionality and interactivity to the outsourced software development team.

Challenges

There were several temporal and technological challenges within the project:

  • Timeline for completion of user research, delivery of a redesigned prototype (in the form a fully functional web application) and associated report was 8 weeks from commencing the project.
  • There was enormous variety in the way that clients used the application. Clients were distributed globally and there were cultural and business differences in their use of Client Manager.
  • Users wanted a responsive application that could be used on different devices.
  • The client wished to use a Big Design Up Front/Waterfall methodology which was less allied to the iterative nature of UX processes.

The Process

Despite the requirement from the client to use a waterfall method, I decided to iterate the UX research processes to better inform the design and development of the web prototype.

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My methodology; diagram illustrates the structure and flow of UX processes I used within the HALO project.

Research Phase

I carried out a heuristic analysis to identify the key user experience issues within the existing application.

The next stage of the research phase involved leveraging the HPD annual conference (March, 2016) to engage users in participatory design sessions. The purpose of the discussions was to elicit insights regarding the usability of the web interface design, information flow, and information architecture.

Approximately 80 conference attendees participated in the usability test. Attendees were placed in small groups (of 6-8 people) to facilitate round table discussions.

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The sessions were a good (cathartic) opportunity for clients to both rant and be creative!

The pictorial probes used in the design sessions was an adapted tangible version of Samantha Warren’s Style Tiles. A large laminated mock up screen was positioned where users could place individual rectangular cards that represented key functionality available in CM. This allowed the participant to identify and voice the main pain points currently experienced and to facilitate ideation for redesign. In particular, the various user journeys for specific tasks were identified as well as changes to the information architecture.


Key findings from the research phase:

92% of participants found the Client Manager difficult to navigate:

  • The lack of clearly defined structure and hierarchy within the information architecture across the application which led to:
  • Unintuitive Navigation – users would have to leave a screen to drill down deeper to find key information.
  • Too much information – screens are populated with too much data for the clients' purpose.

The key issues that discussions revealed was a lack of structure and findability of information to complete tasks. Participants said:

I want to see overdue items on the home page.

I need to be able to select a day, then drill down to an item by clicking on a value.

I want to toggle between data formats.

I need to immediately be able to see who has paid and when.

A mini statement would be nice.

I want to be able to see all outstanding items.

I want to see movements on disapproved balances.

Could I get email notifications regarding payment?

I need a quick overview of an agreement.

Based on these findings, a table of interaction issues was compiled alongside the potential redesign ideas suggested by users.

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Interaction issues

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Users' redesign ideas

A Note on Methodology

The following sections of the case study illustrate how the UX artefacts informed the design. These sections do not document a linear process, as the agile approach used in the research, synthesis and redesign phases was both iterative and recursive (each phase informed the others).

Synthesis

Drawing upon the heuristic analysis and participatory design sessions a hierarchical task analysis was completed.

HTA-identified goals for the prototype included:

  • A focus on the Agreement and payment areas of the application
  • Redesign of the information architecture to increase effective wayfinding and navigation.
  • Enable a more intuitive user experience.

Personas

The personas were developed and informed using the iterative methodology within the project. The personas are a composite of data and insights from the participatory design sessions, guerrilla usability test and the focus group discussions. Each persona was used to derive specific redesign suggestions for that type of user.

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Persona Matrix

A
Responsible Client
  • Needs information/help at times.
  • Does not draw down very often; steady income from invoice management.
  • Keeps his account in the black.
B
Smart Client
  • Needs to live/fund his/her business in the moment.
  • Draws down often (many times a day).
  • Tries to maintain a zero balance via invoice management.
  • Volatile business.
C
Cautious Client
  • Needs information and help occasionally.
  • Draws down on a regular basis (weekly and monthly).
  • Relatively stable business via invoice management.

Persona B

Persona B was derived from the research phase and the usability test.

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Persona B: The "Smart" Client

The key redesign suggestions for persona B type users were:

  • A multi device responsive application.
  • An app for mobile devices due to the ease of use (to check availability several times a day) and convenience.
  • A quick pay function without entering into the depths of the application was necessary as that was usually the primary reason for logging on.
  • Remove the functionality to change the availability amount as the full amount was drawn. This is because the availability figure is volatile and some users may want to take whatever money they can if it is available.

Persona C

The persona was primarily constructed from the focus group meetings in Stockholm, Sweden. Members of the focus groups were asked to identify their pain points with the current CM application, the goals they would like to accomplish with CM. The initial prototype was demonstrated to the users and they were invited to give their reponses to the prototype.

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Persona C: The "Cautious" Client

The key redesign suggestions for persona C type users were:

  • Clearly view overdue invoices on the homepage.
  • Indicate payment status of invoices clearly.
  • A universal search across the application.
  • A view of each customer – an overall view and the ability to drill down to debtor details.
  • More notifications about the completion of processes and reminders.
  • Age disapproval of the debtor – to view aging and then breakdown to debtor/ invoice level.
  • Debtor and Client view of key statistics.
  • Overview/ summary of approved funding.
  • Ability to send automated and trigger manual emails to debtors that are overdue.
  • Share icon on tabs.
  • Breakdown of amounts paid in closed items.
  • Identify which debtors have made payments.
  • Email/text notification on file uploads and payment.

Synthesis / Evaluation

Focus Groups

The purpose of the focus groups were:

  • To better understand some the issues faced by different profiles of end users
  • To gain enough information to help redesign a functional prototype of yet un-designed areas of Client Manager e.g. Data Exchange, Reporting and Mobile/ tablet functionality and interactions.

Redesign

The redesign phase was iteratively informed by the research and synthesis phases. The wireframes were constructed keeping the personas in mind so that all of their goals and needs could be met. These wireframes would be used to help inform the web application development.


Wireframes

Evaluation/Redesign

Usability test of initial web prototype

An initial prototype which focused on a dashboard and payment was developed to guerrilla test with end users in the UK. This prototype was predominently HTML and CSS, with Javascript to add interactivity to hard-coded data. The only hub area that was designed and developed at this point was the Agreement hub. The Reporting, Data Exchange, Debtor and Admin hubs still required further research.

The purpose of this test was to gauge initial responses to the functionality and user experience of the prototype and to establish redesign suggestions in the next iteration of design and development.

At the beginning of the session, the participants were interviewed to discover his or her needs and goals from a redesigned Client Manager.

They were then invited to use the prototype to navigate through several tasks. Their responses (using the "think aloud" protocol), and rates of success were recorded.


Guerilla Usability Test

Responses to the HTML prototype were positive. The System Usability Scale (SUS) provides a “quick and dirty”, reliable tool for measuring the usability. It consists of a 10 item questionnaire with five response options for respondents; from Strongly agree to Strongly disagree. It allows you to evaluate a wide variety of products and services, including hardware, software, mobile devices, websites and applications.

The prototype achieved a usability score of 90 (out of 100)

Participants used the following words to describe their experience:

Appealing

Clear

Easy to use

Engaging

Organised

Professional

Straightforward

Efficient

&nsbp;

Participants used the following words to describe their opinion:

Accessible

Consistent

Fast

Effective

Usable

Attractive

Business-like

Understandable

 

Final Prototype

The final prototype was built as a full web application using PHP as the server-side technology. A model-view-controller design pattern was used, implemented in standard PHP without using any frameworks so as to maximise code readability. Based on the UX design process entities were identified and a database designed and populated with sample data, and an associated data access layer and model classes created. This meant that future developers would have the option of modifying the data access layer to reference the live system, effectively turning the prototype into a live application.

To enhance the user experience a variety of client-side technologies were used to supplement standard Javascript and JQuery.

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The JQuery library DataTables was used to display tabular data in a dynamic way. AJAX is used to load portions of large datasets on demand, making for an improved user experience. The library also allows users to quickly filter and order data.

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Chart.js was used to display visualisations of data. Like DataTables, the library allows the user to easily filter and manipulate the visualisations. Different presentational styles can be applied to accommodate the presentation of a host application.

A fully operational version of the prototype can be viewed here.

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Final Prototype