Employee Experience per la Creazione, Esecuzione e Gestione di Progetti e Attività
2022 - 2023
Overview
What is it
This is an App for Project and Task Creation, Execution, Monitoring and Management used by Managers and Executors (Project Management App).
The worldwide Users are 20.000+, divided by 5.000+ Stores and a large number of Offices.
Here the User Experience meets the Employee Experience.
As is Products: various pilot applications for different operational Modules, only for large screens (not for mobile or responsive).
Critical issues
The most critical starting points were the misalignment, the functional gaps and the impossible general overview between the Modules and between the Users and the Modules, with a lack of information and communication.
In short, a misalignment between modules and malfunctioning at the collaborative and overall organization level.
Team
Who was involved in the Project
The project involved:
Business;
Project Owner;
Project Manager;
Final Users (Operatives: Managers and Executors);
User Experience Designer;
User Interface Designer;
Content Designer;
Copywriters;
Information Technology engineers;
Developers.
Who was involved in the Product
This product is used by 40 circa User typologies for 10 circa Profile typologies (generally divided between Managers and Executors of the projects and activities), with the relative visibility and accessibility.
Methodology
How we did it
General UX Design steps: from requirements collection to testing of the developed product, passing through the production of insights and product development; in short, the entire life cycle of a project.
Approaches: Problem Solving (Problem Design, Problem Presenting and Solutioning suggestions) and Straight-to-dev (functional and systematic middle-high level Wireframe with specs, that is deliverable directly to the development).
Sustainable Design: hierarchization (Problem Solving), optimization (best practice), sharing (share info and decisions), collaboration (accessible tools) and communication (speak, write and present).
Feedbacking: work on requirement and feedback, with a request and sharing of sources, clarifications (reason for request, other unclear points), assumptions, needs.
Design path overview: input, need, insight, design, presentation, feedback, rework, presentation, etc. Constant communication through chat, messages, emails, etc.
Feasibility vs Doability
Everything may be feasible, but not everything is doable.
Method as a strategy and tactic to lead from feasibility to doability.
The Method is the real Project: different every time, it must adapt, be functional and respond to contingent needs.
If you would like to learn more on this point, read this post.
Project and Product
What we did in the Project
Deliverables:
Benchmark;
Information architecture;
Flowchart;
Wireframe;
Prototype;
Template;
Style guide and Library;
Scenarios (use cases).
Guides:
Components, events and triggers guide for development;
Task execution guide for final users.
Here a screenshot of (part of) the Flowchart:
What we did in the Product
Performance increase:
Functionality;
Accessibility;
Simplification;
Facilitation;
Responsive (mobile first).
Functionalities:
Search (improved: information architecture and structure design, suggestions and results displaying and overview);
Filter (functional filters with the possibility to save them and set as default for custom visibility);
Calendar (to organize the work and see it clearly, with messages on crossings and conflicts and with different time views);
Notifications (to keep the user informed and communicate with clarity and transparency);
Report (to collect and view all the useful data and information, with the possibility to create, save and share a personal report);
Newsfeed (engaging posts list with preview, comments and reactions);
System messages (the app inform the user on the not visible backend actions);
Alert and dialog messages (like popup with CTAs).
Information Design:
Action teleology mapping to find, select and hierarchize information;
Type of info (examples): shared or not shared, essential or not essential, always visible or not always visible (hidden), core value or contextual.
Information valuement and added value info: necessary, useful, accessible, facilitated, actionable (all referring to the teleology of work development).
For Activity Management: the user needs to monitor, archive, search info and reporting (compose and save reports). The UX Design used Data Visualization and KPI Design (eg. useful and context data, why did this happen, how and what can impact; allegorical data, sense and function of the data) for this part.
For Activity Execution: the user needs to understand (eg. find info, guided, hint and visual help, suggested actions) the task and how to accomplish it. The UX Design used Task Analysis, simplification and alignment, function (eg. design table as a tool) and performance design (keeping in mind the device capacity) for this part.
Simplification, standardization and alignment of the following objects, ensuring the necessary operational continuity:
Flow;
Entity (eg. Function, Event, etc);
Space;
Content;
Copy;
Visual.
Conclusion
What do I take home
This project taught me that there are no solutions, only problems managed better or worse.
The major obstacle encountered was related to the feasibility of the project/product, given the restricted timing and the unlimited possibilities of Development, and was faced with communication and Design-Development sharing of the decisions, rationals and the objects’ specifics.
Fortunately, I was able to put into practice what I learned in this Master Class, in order to manage compromises and agreements with the development.