We all know how important communication is. Not only in private time, when most of us use Facebook, Messenger, WhatsApp, Instagram, etc.
yet also during office hours. Your goal should not be using an already existing application for working purposes, whilst you are capable to
implement a new tool to your organisation. 
     An application that allows for quick, actionable feedback in the workplace as well as highlighting growth and recognizing great work.
Our design solution, Envo, provides this outcome for users through its unique and innovative means of giving and receiving feedback. It was created basing on a brief and feedback from the Atlassian company.

     The solution motivates users through a variety of features; mainly through its digital ‘evolving environment’ theme that  inspires
 and engages users through its gamified features. Easy navigation allows easy access to viewing received and giving feedback in a timely manner. Users have the option to give quick ‘feedback badges’ that align with values and work ethics such as teamwork, positivity
and organisation. Another clear and easy option for giving feedback is leaving a comment, which allows for critical and detailed feedback.
On the other end, a ‘reply’ and ‘like’ feature allows for rapid response and actionable outcomes.

     Key values in the design of Envo include promotion of positive work culture, relationship building, promotion of user strengths, encouragement of positive change through actionable feedback and motivating users to step out of their comfort zone. 
Team: Matt Leete & Jessica Coombes
My role:  creating personas,idea of the island, UX & UI design, prototyping
I created two personas as our design solution, from the beginning was meant to be created not for one, specific type of user but for all people in
an organization. I chose an entrepreneur and a manager as they are persons who are, as leaders, especially motivated to communicate efficiently with their teams
Rough sketching and brainstorming of concepts and features, centered around influencing values and factors that our team decided upon.
Flow Charts - Rough sketching and brainstorming concepts and features. Communication was vital in addressing flow ideas.
Highlighting differentials in various colors such as in the second flow chart helped our group understand feature and task groups.
Refined flow chart with emphasis on categorizing groups to better understand the user flow experience.
Group flowchart activities allowed us to identify that the app could be broken down into four main sections. These have been shown in different colors, with the ‘Login Process and Home Page’ as orange, ‘Leaving Feedback’ as teal, ‘Receiving Feedback’ as yellow, and ‘Settings and Account Management’ as grey. We have continued to test and refine our navigation flow chart, focusing on a clear visual style for each section of the app, and intuitive navigation paths. This ensures the user can easily understand which section of the application they are in, and how to get to their desired location efficiently.
A number of minor issues were identified with the original flow chart (flow chart 1) when we began the prototyping exercise. Understanding how the user would navigate from the home environment to giving feedback was especially challenging, as there were varying opinions on how best to catalogue the coworkers. Eventually, we determined that by default, these navigation paths should have users view their direct team members, with an option to search for a specific coworker. It was also noted that the ability to optimize the co worker locating tools
was an important feature, and that this should be accessible in the grey area of the navigation.
Sketches of initial concepts and pages - Beneficial to design was refining and building on initial concepts. We continued to draw and communicate throughout the entire process to best understand and represent user needs. Sketches of pages were especially helpful whilst creating wireframes of the Envo application.
Key ‘Built Environment' Feature - Sketch concepts of built environment layout themes that users can select according to their preference.
Features of the ‘built environment include gamified aspects that motivate the user to give and receive feedback. During user testing, one user wanted to further relate with the ‘built environment’ by associating the palm trees to users that they regularly received feedback from. He proposed that the palm trees grow or shrink in accordance to how much feedback they were receiving from said user in set amounts of time
 ie : weekly, monthly.
We tested a paper prototype of an android version of our unit within our group as well as on several potential users outside of the team.
Findings of outside group user testing included"
• The general idea was understood, however users required explanation around the ‘built environment’ and how it functions.
• Navigation was completed smoothly
• Needed ‘help button’ to understand how the ‘swipe to give feedback’ feature works.
  After reading the brief help message, users navigated without issue.

Wireflow - by creating wireframes and a wireflow, we were able to improve navigation, allowing for users to give and receive feedback in
the simplest ways possible. They present the structure of the app and give you information about navigation. It shows the process of viewing
and giving feedback.
Each section of the ‘Envo’ app went through a significant
conceptualisation and ideation process, as well as numerous iterations following several cycles of user testing and heuristic evaluation.

As you can see there used to be a Welcome page. Now it is from the beginning My Feedback screen. From my point of view, it shows better
the main purpose of the app. You can see the feedback from the beginning.
We resigned from the coconut feedback owing to the fact that the coconut itself gave some users bad associations. Furthermore, we thought
that personalized feedback with real photos would be better to self-identify.
This is the development of the ‘My Team’ page. The last version is vastly different from the concept presented at mid term. Great care has been
taken to make the navigation as recognisable and intuitive as possible, while still fitting the overall theme of our design.

The below shows some of the more subtle changes made to the lists section through the later half of the development process, with the iterations progressing chronologically from left to right. The reasoning behind each change will be provided on the next page.
Heuristic evaluation was conducted with 4 users. Participants were assigned tasks based on ‘Neilsen’s List of 10’ – 10 Usability Heuristics for User Interface Design.  The Participant was asked to fill the Heuristic Evaluation Template. I attach two responses below.
User testing identified a number of heuristic issues that were subsequently addressed. The major remaining issues was the unusual feedback method of swiping positive behavioural characteristics onto a users avatar. This was only able to be tested in a non-interactive method so it’s usability remains somewhat unclear. To aid with user confusion, an activatable help menu was introduced. We believe this would only be necessary for new users and was asacrifice worth making for improved user understanding.
The most notable changes made based on heuristic evaluation were refining the navigation and layout. Additionally, aesthetics were tweaked and refined to optimized the desired affordances resulting in improved userexperience.
Our solution underwent further iteration and refinement to achieve our design goals and reflect values in the giving and receiving feedback process. The main challenges and developments faced were; • Applying visual consistency   • Thorough information architecture
• Clarifying color themes and overall visual style   •Modifications to atypical interface

Environment themes: Clarification surrounded how exactly users would view new feedback and the volume of gamified aspects needed.
We decided that visual elements  would still be implemented, however, users would navigate to their feedback via an obvious, text hyperlink notifying of feedback to avoid any user confusion of ‘where to click’.

Navigation: Navigation was changed to lists. We wanted to keep our original style of ‘fun’ and ‘simple’, however, made navigation more functional and typical to avoid user confusion.

We believe the design outcome of our user feedback app ‘Envo’ was a success. We managed to take the feedback from the interim presentation and use it to clarify our design goals and direction, while maintaining the essence of our original design goals and concept. Our user feedback system of swiping positive behaviors onto the user, then representing that feedback as an evolving environment was and still is a new and less
intuitive way of providing feedback. Our design could have further explored the visualization of this, and would have benefited from
an animated prototype showing how specific changes are represented. Despite this, we are satisfied with how we have presented this concept, and while users did require some assistance with understanding it initially, we are confident that they would grow more comfortable with every subsequent interaction. Overall, we feel that we have delivered an app that satisfies our original design goals, combining intuitive
user experience with an element of novelty and fun.
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