New York Festivals of Advertising - Gold winner for Positive World Impact
MUSE Digital Awards for Best Video
VEGA Digital Awards for Best UX/UI, and Best Video
Creative Conscience - Shortlisted
Design Tools: Photoshop, Indesign, After Effect, Sketch, Invision
CT Giuseppe De Lauri
CW Margherita Teodori
AD Kang Soo Cho
Over 460 million people worldwide suffer from hearing loss. Neither surgery nor a hearing aid can help correct this type of disability. Once lost, hearing cannot be restored. Microsoft Soundbyte is the smart earbud set that detects and filters out hazardous sounds. Working closely with a team of students from the Tandon School of Engineering in NY - we have conceived a device that, connected to its App, can defeat noise pollution and restore an acoustic democracy.
I collaborated brainstorming the main idea, in the UX/UI design by using Sketch and Invision, in creating the video with After Effect and the deck with InDesign and Photoshop.
Microsoft asked us to build a product, service, or solution to resolve the exclusion of the hard-of-hearing in a desk-less workplace. We were asked to use Inclusive Design as a methodology, which embraces human diversity as a source of innovation to create experiences that work well for the widest number of people possible. To power this goal, we conceived a device and an App for people with hearing loss.
I worked as a UX Researcher and Art Director with a team of designers, computer scientists, and visual designers. In my role, I ideated concepts, produced UX deliverables (User Flows, prototypes), presented them to clients, and produced a case study video.
Over 460 million people worldwide suffer from hearing loss. People are constantly exposed to industrial and recreational activities that result in noise-induced hearing loss with the potential to severely reduce the quality of life for those affected. Once lost, hearing cannot be restored in humans. How can we help workers prevent hearing loss, as well as improve the hearing of those already losing it?
RESEARCH & COMPARATIVE ANALYSIS
We did market research to analyze our competitors and the most innovative technologies on the market.
We brainstormed to find the best solution for our client problems. Our brainstorming last 2 weeks and we discussed the product and how to advertise it having in mind our target audience.
USER PERSONAS STORYBOARDS
Based on our target analysis, we created three User Personas (fictional characters, which represent the different user types that might use our product) and we put them in plausible daily issues.
- the Worker
- the Creative
- the Event Planner
PRODUCT DESIGN EVOLUTION
We have built first the low-fi prototype, then the 3D prototype. After multiple meetings with stakeholders (Microsoft engineers and possible users) we 3d-printed the hi-fi prototype.
- low-fi prototype
- low-fi 3D prototype
- 3D-printed hi-fi prototype
We developed a UX Design in 2 phases. First, we created a low-fi prototype based on the brainstorming: second, we run several user tests in order to see real usability with potential users; last, we developed a hi-fi mobile app.
- low-fi mobile UX Design
We created the user flow to improve the navigability of the site and better align with the IT team for final development.
Finally, we designed the hi-fi interface.
READ THE INTERVIEW ABOUT MICROSOFT SOUNDBYTE HERE