Looking back, we've come a long way.
Adjusting to the agile sprint process was initially difficult. We felt way over our heads when we began to tackle this project. Jira was a mystery, backlog items were untouched, and we weren't sure how to measure our progress.
At this point, my role began to transition from a UX Designer to a UX Developer. I moved on from Figma to VSCode, and we broke down our backlog tasks to individual components.
Side note: my team and I chose the Ionic framework to develop with, but as we began expanding the design, we realized we were quite limited by its selection of components. We began looking into alternatives and found that React Native may be of greater benefit, so we decided to transition to this new platform. It costed us a few story points, but looking at it from a long-term perspective, we felt it was valuable.
There's still more work to be done.
The main feature our product still lacks is data visualization. We put this on hold once we realized scope creep stole much of our time. We declared building and starting workouts were the most essential features of our app, so we prioritized those first.
It would also be nice to understand more of our target audience. I attempted to contact UCI's track and field team in order to conduct some field studies of their practices. I reached out to the coach, messaged several student athletes, and even stopped by the field to try to catch them at their practice. With a lack of response and external circumstances, our timeline quickly passed from the research phase to the development phase. And so, we moved on.
Everything I'd learned in the last four years was on the table.
This project challenged me to go beyond my lectures and textbooks, applying design principles in a real-world setting. The product requirements were no longer scripted, but I had a real client to consider and please. There were no assignment deadlines to keep track of, but my team and I had to manage our project timeline to meet our client's deadlines. Our design decisions were not guided by a professor, but rather we utilized design tools like testing and interviews to dig deeper into our user's needs.
The aspect that stretched me the most was the niche target audience. Not only were coach users difficult to get in contact with, but there were very few applications on the market to find inspiration from. While familiar designs are useful for creating intuitive designs, there aren't many apps that offer what SOLO does. So, we were left to reinvent the wheel.
I put into practice the main design principle I'd been learning in my
graphic design position. I looked at interfaces that complete similar tasks for inspiration, but I explored outside the box to create innovative designs that fit our niche.
Overall, I learned how to work as a UX Developer, not just a student, and I grew as a team player. I'm better at communicating, designing, developing, and managing a longer-term project. This project, though challenging, was rewarding in the end.