Below are mock ups, wireframes, and design processes.
The average battery life on mobile devices only lasts around two years, and with the rise of phone prices, battery life is crucial in order to make your phone last longer, cut down on e-waste, and save money. AntBattery is a mobile application created to optimize the longevity of your phone's battery life by analyzing charging habits and battery health. Some of my roles in this project included helping conduct user surveys, creating personas, designing wireframes and prototypes, and developing a final UI Design for the application.
During the research process of this project, my team and I conducted a user survey in order to get a more in-depth understanding of user charging habits and their mobile device's battery health. We wrote a short survey and sent it to appropriate groups that match the target user profile (Mobile device owners). We received about 50 responses.
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From our research and findings, we made three personas to represent three general user groups of those who have a phone. The three personas we created each have a different level of understanding of battery health, and when creating AntBattery, we wanted to make something that could be useful for anyone - regardless of their understanding of battery health.
Jim represents the user who charges his phone overnight and knows little to none about battery health in general.
Jolene represents the user who is aware of battery health, and adjusts her charging habits based on her convenience.
Brian represents the user who is fully aware of battery health and tries to maximize efficiency as much as possible.
After creating the personas, our team created a list of functionalities that should be in the Ant Battery system, and the sketches shown are based off of these functionalities each with a different user interface design.
My team and I started designing multiple iterations of low to mid-fidelity wireframes with our current ideas. We designed our wireframes and simple designs on Figma based off our past sketches.
Here we have the menu top left, user settings top right, current battery level top middle, a 24hour battery chart right in the middle, and a catalogue of battery saving tips and tricks at the bottom.
Once we completed multiple iterations of both our wireframes and App Design, we started configuring our final UI Design. The final design was the result of iterations and user testing, trying out many different color schemes and formats, and coming up with a design language that is easy for users to understand.
I had a lot of fun with this project, not only working with new team members, but also learning more about the UX Design process. The most valuable take aways I learned from this project is how much of the creative process is influenced by gathering data, and using Figma for prototypes. I am excited to use Figma for wire frame and prototype design in future projects.
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