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"A platform for employee counselling sessions"

About the Project

An innovative platform for companies to effortlessly schedule, follow-up, control, and wrap up internal safety programs centered around employee wellness counseling and training sessions.

The Problem

The employee-oriented safety programs are plagued by numerous deficiencies. Inadequate safety knowledge and emotional turmoil are significant culprits. Scheduling these counseling sessions can be a daunting task due to time constraints. It is imperative for users to have designated times and dates to reserve on their calendar and keep a record of what has been accomplished.

Goal

A web or app platform that enables users to reserve sessions and training at a particular time, keep track of completion, and receive notification reminders. The platform strives to raise awareness and bridge gaps in initiatives promoting the overall well-being of employees.

Roles and Responsibilities

User Research, Visual Design, Interaction Design, Prototyping and Usability Testing

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Design Process

Empathize

Define

Ideate

Prototype

Testing

Empathize

Methods Used: User Interviews

I carried out user interviews with the internal teams to gain a deeper understanding of the target audience for the platform. I used empathy maps as a tool to capture and visualize the thoughts, feelings, and behaviors of the users. This exercise allowed me to empathize with the users and identify their pain points, needs, and motivations.
 

The primary users of the platform are employees who frequently participate in counseling sessions to manage mental stress. They are the ones who have a need for the platform to help them schedule, track, and manage their counseling sessions. These users are the foundation of the platform, and it is crucial to understand their requirements to design a user-friendly experience.
 

The secondary users are new employees who are unfamiliar with the counseling sessions offered by the company. These users may be curious about the types of counseling available and how often they can enroll. This group of users may have different needs and expectations, and it is essential to consider these when designing the platform.
 

In summary, the user interviews and empathy mapping helped me to gain insights into the two primary user groups and design a platform that addresses their needs and expectations.

Define

Methods Used: Personas 

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Pain Points

1. Discomfort - Users have discomfort speaking to counselor

2. Lack of App - Doesn't have a dedicated platform to book a previous communication was through the mail.

3. Privacy - Users were worried about their information and bookings.

Ideation

Methods Used: Brainstorming & Crazy Eight 

I started ideation by mapping out the user journey and identifying pain points and areas of improvement.

Also researching the market and competitive landscape to see what other cricket score apps are doing well. Moreover, considering using new technologies such as machine learning and data analytics to provide more

in-depth analysis and statistics. 

Digital Wireframes

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Prototyping

High Fidelity Wireframes/Mockups

As a next step in the UX design process, building high-fidelity mockups can help bring the proposed design to life and provide a more detailed representation of the final product. These mockups should accurately reflect the visual design and interaction flow, allowing for a more thorough evaluation and testing of the design. I've created High fidelity mockups and made a prototype for the users to do the usability testing.

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Testing

Methods Used: Usability Testing

Study type : Unmoderated Study

The usability testing will include a total of 10 participants, 5 male and 5 female, ranging in age from 25-40.

Participants are included of both avid and casual cricket fans, with varying levels of experience using cricket score apps.
Length: Research study will last for 90 minutes with a questionnaire.

Findings / Insights

1. Showing booking availability and cancellations prior an hour was an main Insight.

2. Making feedback mandatory for every sessions to improve the user experience and user retention towards the counselling.

3. An insight is that a threshold of "No Shows" are allowed and employees / users will be sent an email from the manager.

Final Mockups

Based on the Insights above, I have made iterations for the final usable experience of Employee Wellbeing application.

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Accessibility Considerations

1. I have considered the accessibility for Text Sizes, Font Type and Focus Indicators on all the screens and also documented in the design system for other team members.

2. Color Contrast has been considered and made it accessible for all users. I have used the WCAG tool to check the color contrast for buttons, backgrounds and icons.

3. I have made sure that users can navigate through the app and can perform actions even using a screen reader.

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Takeaways

Impact - One of them is that users now have a platform to enroll in counseling sessions and talk without worrying about privacy violations. Also, the employer takes care about these perks which is a saver for many.

What I've Learned - I’ve learned that accessibility is one of the key reasons in making products usable.

Conducting Usability Studies during the process will develop a lot of insights. Also, design critiques give a lot of feedback from team members.

Tools Used

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