The KarmaCall Project
KarmaCall founded by FynCom, is a spam/scam call detection application which rewards users who received one of these calls, in the form of Nano Currency. Currently, KarmaCall has an Android application on the market, and is looking to enter into the iOS Apple App Store. My role in this project to be our small intern team’s project manager, while also helping develop and design the base of the iOS application prototype using their current Android UI/UX and Cross platform API.
User Stories
Before coming up with what our application must have and do, we needed to figure out who was going to be using it. To do this, we created user stories for multiple different stakeholders that we knew would be using the application. On the right hand side you can see just part of the spreadsheet we created with all of our user stories. Some stakeholders include, product owners, users, and business owners.
User Flow Diagram
Now that we had an idea of what users would want, we needed to figure out how we should start designing how the application should work. To do this, we first needed to take note on how our applications needs would work with each other, and what type of user flows would be happening. To do this, we brainstormed within our team as well as with our lead software engineer in order to make sense of what tabs, features, and screens we would need for this application.
Low Fidelity Wireframes
After finishing our user flow diagram, we began working on the first iteration of our Wireframes in order to create a foundation for the skeleton of how our application would look. Figma was the main application used to design these wireframes.
KarmaCall design goals:
Buttons are functional and lead to the appropriate page
Information is correctly presented on the screen
Clear UI design for easy understanding of the application
Every needed feature is implemented on a screen
Usability Testing
After creating some of our first wireframes, we created a clickable prototype on Figma which allowed my team members and I to see different iterations of the design. This was an important step in the design process because having a prototype where we could go through the different flows and see how the app would work, allowed us to gain new ideas and suggestions that would be later implemented in the final design.
UI Design and Final Prototype
Once our team had completed our final round of usability tests, we began fixing up the designs for the end product. This final design on the right was the result of 3 months of iterations, user testing, and coming up with a design that was easy and intuitive for users to understand.
This design revolved around the concepts of clarity, and friendliness, and was achieved through the use of a simple color palette, familiar icons, and organized screens for convenient use. Through the constant back on forth between our team and lead engineer, we were able to come up with a clean looking application that would set out to be the skeleton for their iOS application.
Final Takeaways
One of the most significant lessons I learned from this project was how much thought and thinking goes into the design process of an application. User stories, user flows, and iterations are just some of the processes that I gained experience with that allowed me to complete this project. Working on this application was one of the most fun I have had with designing an application, and loved how much my team and I were able to accomplish having only a couple of weeks.