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:
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- 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:
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- 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:
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- 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
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).