QuickCall App

Overview

QuickCall app is an international virtual number app product of SRVR. SRVR is a telecom business solutions provider, that services business throughout the world. They manage consumer and business brands in the telecom industry.

Problem

SRVR wanted a better way to keep the users engage and retained in their international calling app once credits and subscription expired.

Goal

The goal was to redesign a subscription-based experience for calling credits and marketplace virtual and communication digital goods. And eventually, a gamification component to reward active user and referral to friends and family.

Challenge

There were some challenges:

    • The app was not consistent across Android an iOS.
    • There were constraints with Apple on purchasing digital goods and restricted to ApplePay

Action

I was the Principal Product Designer, I was responsible for all aspects of UX enhancements and strategies, Including the planning and execution of:

    • Competitive Analysis
    • Brainstorm sessions with QuickCall app team
    • Wireframes
    • Design Specifications
    • Prototypes

Results

The progress continues to be monitored as the app features are being released based on the business priorities. These are a few result takeaways:

    • Adoption is equivalent on Android and iOS
    • More conversion is on Android
    • AOV is up (per company statement to me)
Client:

SRVR

Role:

Principal User Experience Architect/Designer

Year:

2018

Platform(s):

Android and iOS

Research

My Research started by identifying competitors and non-competitors apps by downloading the other apps and gong through the experience to understand the use cases and context for the apps purpose and value proposition.  I also gather any data that the company could share with me to better assess and validate the problems.

Sketches

Once I understood possible pain points, I began sketching core screen flows to understand the nuances between Android and iOS that demand similar features and call-to-actions.

Tools: 53 paper, Penultimate, and iPad Pro

Flows + Wireframes

My typical approach to this phase tends to sometime depend on turn-around time is to develop proto-wireframes. Over the years I found that this allows me to get ideal solutions in front of stakeholders. This also helps me catch things that were not captured in the sketch phase.

Tools: AxureRP

View Proto-Wires

Visual Design

Once the wires were approved I started the process of creating the screens. The company had a brand style guide that this design had to adhere to. So the visuals were limited to any visual explorations.

Final Thoughts

If I had total creative freedom, I would have done visual exploratory work with mood-boards, font/typography studies, icon development (outsource to an iconographer).