Hoos Hoo - learn about your team

4 mobile screens featured on top of a neutral light background with 5 colourful blobs of varying sizes. From left to right: onboarding screen that greets the new employee, success screen from the onboarding quiz featuring mint green highlights for the correct answer, calendar/dashboard screen with upcoming events for July 2021, and modal with event attendees for JPU Press Meeting as a horizontal slider of cards with profiles, names, job titles and departments.

Client

Mindgrub is a design-consulting agency that takes up stand-alone projects as well as long-term clients, mostly energy companies, to build or redesign their digital products.

Problem

The client commissioned the design team to redesign their MVP for Hoos Hoo - a HR managing tool that allows employees to learn about their colleagues. The aim is to eventually sell this app as a plug-in or feature to HR platforms.

It onboards employees to a new company and prepares them for upcoming meetings. The app required a complete UX/UI overhaul due to limited usability.

Solution

Re-imagining Hoos Hoo as an onboarding experience to get to know your immediate team and everyday work management tool, thus retaining some of its original purpose as a learning tool.

Lessons learnt

  • There are a lot of limitations that can influence the final design. I learnt so much about BambooHR APIs and the different company structures that I needed to account for!
  • As the result, how info populates in onboarding is automated to best fit most companies, thus completing the business requirement to make this a potential company product in the future.

Team

My role: Heuristic evaluation, wireframes, design review, prototyping, usability testing

Collaborator(s): Creative Director, Senior UX Designer, Interaction Designer

Tools

Figma logo

Figma & FigJam (live link available)

google drive logo

Google Drive

video camera

Zoom

Creative summary & heuristic evaluation

As the project was still in the early phase, the creative director quickly broke down the progress so far (an early MVP in Mindgrub's app center) and the client's needs for the project:

  • Simple log-in flow with the work email and password;
  • Improve the usability of the card sorting mechanics;
  • Make department selection secondary action;
  • Increase incentives to use the app through gamification;
  • Explore desktop features as the native app transitions into a responsive web application;
  • Potentially sell Hoos Hoo as a product or plug-in to other companies or HR platforms.

The original app used simplistic gaming mechanics of flashcards - think Quizlet or Tinder. Once I tried it on my own phone, there were some notable concerns:

  • Top-left navigation resembles older Android designs and isn't thumb-friendly. Additionally, since there are only 2 tabs the use of the hamburger menu is not justified.
  • Before the user can access the card feature, they have to pick a department - what if you don't know which department you don't really know about?
  • The user can swipe left and right or tap the buttons to indicate "Recognize" and "Don't Recognize" respectively. The percentage and count is helpful in providing immediate feedback to the user. However, the button functions change once the user completes the card deck - pressing X makes a new card deck from the unrecognized faces to review and solidify your knowledge, while checkmark means you're done and want to re-shuffle.
  • You cannot interact with the profiles in the Directory. You can search by name, but wouldn't it be counterintuitive as you might remember their face, but not their name?
  • While doing guerilla testing with other members of the team involved in this project, a question arose: "How useful is this app to an employee? Would they use it everyday? Every week?"
Card sorting app screen with orange rectangles framing interactive elements and yellow secondary colour on icons and number backgrounds. Hamburger menu icon in top left, followed by big X and checkmark buttons with success rate "0% correct" in-between them. The card features a blurred photo of a woman and in the top right corner of the card frame there's a circled number 174.
A screenshot of the old Hoos Hoo Directory tab. Top bar is in yellow while the status bar is in coral red and the background is white. Top left has hamburger menu icon with "Directory" to its right. Search bar with a simple underline is at the start of the page followed by a list of people with blurred photos, names in bold and small text for the job title. Each profile is separate by a line.

Definition & ideation

I was particularly intrigued to introduce gaming mechanics into this app. It would make the educational content more engaging and not stress Max out during/after his working day.

One of top priorities was improving the main app feature's usability. 3 options were presented to the team. We included the development team to ensure that we can both explore boundaries but also suggest something that is doable in the time constraint given (the summer internship). Although they differ in the layout, some of the goals were incorporated throughout:

  • A new secondary Filter button was added which defaults to Everyone to reduce Max's cognitive load.
  • The navigation was moved to the bottom for visibility and ease.
  • Progress indicators for the current game session and user's general score were added.
  • Tapping the card would reveal the name.
  • The buttons and the cards are visually presented to indicate their function as buttons and ability to swipe left/right accordingly.
Reworked card sorting feature wireframe - "Drawers" version: task progress in top left, at the top centre is the company Logo placeholder and top right has the score with a small icon that features a person outline with a checkmark. The X and checkmark buttons are round to the sides of the card stack. The card stack features photos with more behind the current one at different angles. At the bottom is the button with a filter icon that says "Everyone (245)" and bottom navigation bar. The bar has 3 tabs with icons and labels - home icon with "Home", list icon with "Directory" and exit icon with "Log Out"
Reworked card sorting feature wireframe - "Hidden" version: task progress in top left, at the top centre is the company Logo placeholder and top right has the score with a small icon that features a person outline with a checkmark. The X and checkmark buttons are round under the photo card. The card features a photo with white cards behind the current one similar to iOS. At the bottom is the button with a filter icon that says "Everyone (245)" and bottom navigation bar. The bar has 3 tabs with icons and labels - home icon with "Home", list icon with "Directory" and exit icon with "Log Out"
Reworked card sorting feature wireframe - "Tinder Way" version: task progress in top left, at the top centre is the company Logo placeholder and top right has the score with a small icon that features a person outline with a checkmark. The X and checkmark buttons are round under the card stack. The card stack features a photo with overlay box on top with the person's name, job title, department and audio button in bottom right. More cards peek underneath the current one at the bottom. At the bottom is the button with a filter icon that says "Everyone (245)" and bottom navigation bar. The bar has 3 tabs with icons and labels - home icon with "Home", list icon with "Directory" and exit icon with "Log Out"

A notable absence here is user settings, which due to development constraints had to be removed. Admin control was initially explored as contained inside the app but the meeting concluded that it would be easier to set up a separate admin portal. It would have definitely been an interesting feature for the log-in screen!

Overall, the devs were leaning towards the second and third options. However, the whole team was aligned on the need to have more incentives to use the app - perhaps, a game model?

Gamification

Mobbin provided much insight into how apps like Duolingo have successfully used game mechanics for educational content. Bite-size information, unlockable attainable achievements, animated and fun icons and illustrations were among few examples to success. It would stand to argue that adopting their examples would improve information retention and engagement.

My education with psychology background came in handy, as it is known humans retain information better in smaller chunks. One common principle is Miller's law of 7±2 - humans have a short-term memory of 7/5/9 items at one given time. The "Daily 7" app feature merges the original card sorting activity with the 7±2 span to optimize retention and recognition rate. It also reduces the cognitive load of picking departments as it picks random 7 employees.

Mobile screen for Daily 7 card sorting feature. Top left has small person icon with score "0". Top centre has progress indicator 1/7 and top right has X icon. Under the first row is the question "Do you know this colleague?". Most of the screen is occupied by a card stack with a user profile placeholder on the visible card. 2 translucent cards are behind the current card. X and checkmark buttons are below the card with X on the left and checkmark on the right.
Mobile screen wireframe ing ray. Top right has X icon. Page title says "Re-visit your colleagues" followed by a horizontal row of cards that overflow on the right. Each card has a profile placeholder with framed Lorem Ipsum text at the bottom for the name and Job Title and Department in small text. A row of 7 user icons are displayed below the cards row with 5 icons in yellow filled circle. Underneath the icons says "You got 71% correct". Large button in yellow has crossed arrows icon labelled "Re-Shuffle". Bottom navigation has 3 tabs with icons and labels for Home, Directory and Log Out.

The "Learn" (left below) and "Quiz" (right below) modes were envisioned to be accessed less as it requires more learning initiative from the user. The two are connected as the user can access the Quiz after completing learning with the same set of profile cards, however, it is not a necessary step for the Quiz flow.

The Quiz is especially interesting as it allows learning to happen as you complete it. If you don't know the answer, you can tap "I don't know" to reveal the hint and continue. Additionally, I wanted more reinforcement in the score screen by letting the user revisit all 7 faces with all the details and audio recordings. Proximity and association is one of key principles of grouping and remembering several bits of information together.

Top left of the mobile screen has person icon with score "0", top centre - 1/19 and X icon in top right. Below is the filter icon with label text "Department 1 (19)". The centre of the screen has large profile card with name, title, department and audio icon at the bottom of the card. Left and right arrow round buttons are placed under the card.
Gif for quiz mobile view titled "What's James' department?" Centre of the screen has a large profile card followed by filter icon with label "Everyone (245)". Mouse cursor presses on the label and filter list moves in from the bottom. The cursor closes the screen and presses 1st button "Answer 1". The progress indicator changes to 4/7 and the title changes to "What's their name?". Cursor presses "I don't know" to reveal full screen photo of the user with their names, title, department and audio icon. Cursor presses "Continue" and lands on summary screen with 43% correct.Cursor scrolls horizontally through the row of cards.

If you don't complete the quiz, you can pick up at any point from the Home tab. Adding the top space with a quick CTA and illustration would grab the user's utmost attention as Home will be visited the most. Unlockable milestones were also suggested to motivate Max to increase the number of people he can recognize in his large company. It's a fun familiar experience in any game which would not require any additional learning to understand.

Gif interaction demonstration for home page with a button to resume the quiz. Next screen slides that says "You reached a new milestone" with a button to see milestone. It takes the user Max to their profile with photo, name and list of "Unlocked Milestones". Each milestone has image placeholder, condition to unlock and progress bar.

For a responsive web application, I thought it best to take a modular mobile-first approach. Although the features were easy to scale up to desktop view, I struggled to conclusively finalize the layout of the Home tab and I raised this concern during the review. Adding some fun facts about the company or featured employee, tracking the progress and better utilizing the space given would have enhanced the desktop experience in ways that mobile view may not be able to achieve.

expandDesktop screen for Calendar tab. Features 2 columns with 2 boxes in left - top one says some fun fact while bottom one is Leaderboard with top 5 names with their scores. Right column has 3 game features from top to bottom, each having a "Start" button - "Daily 7 Challenge", "Learn About Your Colleagues" and "Quiz".

App's purpose questioned

During the full team review, one key feedback from the team was the new app's stickability. The achievements do provide motivation, but they are arbitrary and may not be sustainable in long-term. For instance, what would motivate a seasoned employee to use this app once they learn most and won't notice if there are any newcomers. Additionally, from the development perspective, there were concerns over putting the navigation at the bottom in mobile view and the top in desktop view and what information can be reliably pulled from BambooHR APIs (Mindgrub's current HR platform).

The dev team surprisingly suggested us to go beyond the original app boundaries. The purpose to learn more about your co-workers remained, however, the approach changed. For the first working iteration I had two features that I wanted to focus on. A rough sketch of the flow for Onboarding and Calendar/Home helped me list out the screens I would have needed at the minimum.

expandHand sketch of the new user flow for Onboarding and Directory. Sketches feature mostly desktop view. Onboarding screens are connected by arrows and lead down to Home where the Calendar is. Clicking on one of the events opens the event details modal screen at the bottom right of the screen.

Firstly, for a newcomer, a compelling onboarding experience would ease their nerves - something that is practical but not overwhelming in written text and corporate jargon. Incorporating a mobile responsive approach, I wanted to simplify the onboarding by breaking it down into small simple sections - a greeting, where the newcomer is in relati. The user's profile would be at the center to highlight how everyone else introduced later on is relevant to them specifically.

Gif interaction for onboarding scrollable page. Starts with user's profile in the centre and is connected to other faces with arrows (the supervisor and who they report to). At the end a "Continue" Button appears to go to next section where the user picks to do the quiz.

I felt stuck as companies can have different structures — be it a top-down hierarchy, horizontal structure etc. (Williams, n.d.). When discussing this block, my mentor recommended Hoos Hoo's design team to conduct a 1-hour brainstorming workshop to bring in new, fresh perspectives from other designers in Mindgrub.

Looking at all of our sketches, there were significant differences in the layout, how each component connected to another. Yet, there was a clear common ground that aligned with my original wireframes - the user is always at the center, either through animations or static placement. I particularly liked the centered line proposed by an "outsider" (interactive designer, far right) as it would not disrupt the natural vertical page scrolling and adopted following iterations based on his sketch. Although a newcomer wants to know those most relevant to their workday, being aware of other people like their supervisor's peers or who their supervisor reports is also reflected in several sketches (click the image below to compare sketches to final design).

expandWorkshop sketches taken as screenshots form the Miro board and hand sketches. 4 participants equal 4 screenshots of the sketches and sticky notes on the side from other participants that give feedback.

Prototyping & testing

Tests took place after the final design for the first iteration was completed by the interactive designer, whom I worked with closely for this and other projects at Mindgrub. By the time the tests were being conducted, the developers were already halfway building the actual web application. Therefore, Joanne and I built together a hi-fi Figma prototype for the usability tests. Not ideal for any significant changes, which we raised during team stand-up. Our mentors were sympathetic but were constrained by the timeline of the sprints. As a UX designer, we can advocate the best way we can for user's needs.

For the task-based test, I wanted to focus on retention rate, as onboarding was especially designed to separate information into smaller chunks with an opportunity for reinforcement (2-question quiz). However, testing this proved to be difficult in the time constraints given (30 minute sessions). Instead, the final test script focused on qualitative data collection - how the users interpret what they see, their attitudes and feelings towards the experience of onboarding and using the calendar during the work week to prepare for meetings.

As the company was remote-first, the tests were conducted through recorded Zoom calls and notes were taken for data analysis. We focused on the desktop prototype as we felt it would be most organic to the experience as the users accessed the prototype on their computers. I used BambooHR to compile a list of 5 employees through stratified sampling - all Mindgrub employees from different departments and roles with different tenures at the company. For ethical reasons, the identities are blurred and the recordings are not accessible to the public, but here are some screenshots (click the image to see the whole deck)!

expandScreenshot from Zoom-based usability tests. The shared screen shows the user opening the website for the first time from the link given by HR in an email.

The full breakdown of the test findings and recommendations can be found here. However, I wanted to bring attention to some highlights that particularly informed the next section:

  • 5/5 participants expressed that the visual design was pleasing to the eye and used descriptors like “welcoming”, “fun”, “playful” and “exciting”.
  • When resetting the password, 5/5 felt unsure what to do and would reach out to the IT Help Desk or HR manager to reset their password. 2/5 expected a Forgotten Password text link in the bottom left corner where the error message was to complete this task.
  • Secondary profiles in the Direct Supervisor and Supervisor’s Supervisor screens did not include any visual or verbal clues for who they were relative to the user.
  • 4/5 users expected the face cards in the Event Modal to be interactive, for example, to view their profile to learn more about them (their location, remote/office) and their upcoming meetings.
  • 3/5 users wanted to see notifications for upcoming events in the Alerts drawer. Additionally, 4/5 expected clickability of coworkers’ names in the Alerts to view info about them.

Suggestions

Overall, I was satisfied of the work we've produced. However, it could be improved even more in future iterations.

1. Users had mixed responses to the question regarding the log-in details despite the prompt to use their work email credentials in the e-mail screen. Perhaps, adding helper text by default for the log-in credentials can reduce the room for error. Although the password reset would not be done through Hoos Hoo, users expected some sort of help line in case they forget.

A simple text link is a familiar UX pattern. It would depend on back-end considerations, but it could let the user automatically reset their password through the work email website or at least provide contact info for IT Desk or HR department.

expandA visualisation of the recommendations for the log in page in desktop view. Above the input fields there is small text "Log in with your work email credentials". Under the Log in button a text link was added "Forgot passwor?" for password reset.

2. Clarify why an element is on the screen. The down arrow's function as a non-interactive sign to scroll down could be made more apparent with a simple, friendly up-down animation. Also, majority of users attempted to click on the cards in the Event Details modal - the next iteration could expand Hoos Hoo's features by integrating attendee's profile access and contact info when clicking on their card.

expandEvent details modal on top of Calendar screen has left chevron with label "Back to Event Details" in top left, left half has a calendar and right column has photo of a man with his name below in larger text, and job title and department in smaller text, followed by email address and phone number with corresponding icons.

3. The people introduced during onboarding were directly related to the employee. Yet, the secondary profile "bubbles" floated aimlessly. Perhaps, the layout should be more streamlined to better indicate that they are the supervisor's peers. At the very least, their role will be clearer with a hover state that reveals their name and job title as well.

4. Make it easier to undo or go back - users found the quiz to be a fun activity and would have liked to be able to revisit it after completion should they wish. Similarly, when completing the quiz they would have liked to go back to the onboarding page to better familiarise themselves with their co-workers.

5. Optimizing the calendar as a Google calendar replacement - adding the day/week view toggle would ensure the user can see all their upcoming events as they tackle each work day. A FAB for adding an event would be in line with remote users' daily tasks. Additionally, for any meeting, you want to prioritize learning about attendees confirmed to be there - grouping attendee cards by attendance could be a solution.

Reflection

The website's features changed drastically to be more useful and helpful. Hoos Hoo has transformed from a simple card sorting game to a comprehensive HR managing tool for new and seasoned employees' needs.

Although the devs were encouraging throughout to give me as much room as they can and even pushing for more features, there were back-end limitations as well. I learnt a lot about which information can be reliably extracted from BambooHR and a little about APIs.

Apart from basic profile details, email and phone number, admins would have needed to input manually for each employee. The budget did not include any resources for storing and tracking user information, therefore tracking their progress in-between sessions would have been tricky and possibly detrimental to the flow. Adding "fun facts", as previously mentioned, could have really elevated the Directory and employees' profiles to be a delightful feature. Yet, despite the limitations, I feel Hoos Hoo is finally going in the right direction to be sold as a plug-in feature of a larger HR platform like BambooHR.

expandScreenshot of the "Welcome to Mindgrub" section of BambooHR platform. Shows newcomers by most recent from top to bottom with profile images, names, job titles, locations and their answers to set questions like "Any special talents that you want us to know about? If so, what are they?", "What are some of the things you enjoy doing?" etc.

Additionally, a notable absence here is user settings, which due to development constraints had to be removed. Admin control was initially explored as contained inside the app but the meeting concluded that it would be easier to set up a separate admin portal. It would have definitely been an interesting feature for the log-in screen!

Gif demonstration of the admin access screen. Press cog icon from the log in page in mobile and use admin credentials. Admin screen has 2 customization options for logo image and colour shown with its HEX code. Pressing on colour icon leads to a colour picker screen to best their company brand. User can input HEX code or use the sliders to set hue and lightness.

Towards the end of the project, as I was completing the design review, the casual discussions between myself and Joanne raised interesting issues. We both felt Hoos Hoo could be even more usable with broader integration as a one-stop shop for a Mindgrubber's work flow. For example, currently Mindgrub employees need to clock in their hours through Harvest - it syncs with their Google calendar to easily input existing meetings into their timesheets. But what if Hoos Hoo could integrate Harvest's timesheets to add hours inside the web application?

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