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Box Hill Art School App

Cover for Box Hill Art School App case study by Kelly Santos, 2023: Three mobile phones on a black background show the Shop section, the school logo, and a chat view.

Case Study | Kelly Santos | 2023

This case study details the step-by-step development process of the Box Hill Art School App, using the Design Thinking methodology, which resulted in a mobile solution to provide a more user-friendly experience for students and carers.

Cover for Box Hill Art School App case study by Kelly Santos, 2023: Three mobile phones on a black background show the Shop section, the school logo, and a chat view.

Project overview

About the project

This project aims to develop a mobile app to enhance the user experience of Box Hill Art School, transforming how students engage with this vibrant hub for art education.

Key objectives

Develop an app that allows users to browse, purchase and enrol in courses, providing a seamless end-to-end experience.

Project Details

Scope of Work

  • Apply a Human-Centred Design (HCD) approach, utilising the Design Thinking methodology to drive the project from discovery through to execution.
  • Conduct user research and analysis to understand user needs, pain points, behaviours, and refine the problem statement.
  • Design user flows, wireframes, prototypes, and animations.
  • Test the app to ensure usability and iterate the designs based on feedback.

Methodology

Design Thinking is a human-centred methodology that uses a five-stage process, Empathise, Define, Ideate, Prototype, and Test, to understand users and solve problems, resulting in solutions that are desirable, feasible, and viable.

This project employed the Design Thinking methodology, guiding the process through user research, ideation, prototyping, and testing to produce the final Box Hill Art School App design.

Design Thinking Methodology: five stages—Empathise, Define, Ideate, Prototype, and Test.
Illustration representing diverse user perspective.

Empathise

Empathise is the first phase of the Design Thinking process; it focuses on employing a variety of tools to uncover and understand the feelings, thoughts, and experiences of users, gathering data and insights to guide the design solutions.

To build a comprehensive understanding of the user experience, five key methods were utilised to gather and structure data:

  • User interviews
  • Empathy maps
  • Personas
  • User journeys
  • Pain points

User Interviews

User interviews is a method used to gather qualitative data and insights; it involves conversations with participants to understand their thoughts, feelings, and experiences.

Semi-structured, face-to-face interviews were conducted to identify users' needs, motivations, and pain points regarding the Box Hill Art School website.

User Interviews Details

Interview Questions for Box Hill Art School students and carers
UX Research document for Box Hill Art School showing research goals and 
                      a list of four user interview questions regarding website usage and booking flows.

Empathy Maps

An empathy map is a method that visually explores a user’s sayings, thoughts, actions, and feelings to build a shared understanding of a specific group of people, highlighting their unique needs and pain points.

To synthesise the findings from the initial research, an Empathy Map was developed to categorise the qualitative data gathered from seven key participants during the Box Hill Art School user interviews.

A table displaying information about 
                  seven users (Lisa, Eliane, Ed, Mathiew, Charles, Marissa, and Jordan) 
                  based on four categories: Says, Does, Think, and Feels. Each row represents 
                  a users experience with the Art Class Payment System and app. For example, 
                  Lisa Says she wants a reward program, Does make frequent payments, Thinks about 
                  using her ideas in courses, and Feels satisfied but notes a lack of rewards. T
                  he table details the other users frustrations with credit card information, 
                  repetitive address entry, password issues, app appearance, and concerns about payment 
                  control and attendance tracking. The table provides a structured overview of user needs, 
                  behaviors, thoughts, and emotions for design decisions.

Some user highlights from these empathy maps were their frustrations with repetitive data entry and outdated visuals, suggesting memberships and digital wallets

Personas

A persona is a method used to create a fictional character that represents a group with common characteristics, such as their demographics, behaviours, motivations, and goals, clearly informing the project's target users.

Three personas, Analla, Ned, and Paul, emerged from the studies. They represent the diverse user base of the Box Hill Art School app, each with unique needs and preferences.

Ned Persona (Retiree)

Persona: Ned, 60, retiree in Melbourne. Not technologically savvy, 
                  values a quiet life, cares for his wife and grandchildren. Goals: calm life, support wife,
                   enjoy arts class. Frustrations: password issues, wife's illness, tech challenges.

Ned prioritizes taking care of his wife, with his frustration stemming from dealing with technology.

Analla Persona (manager and mother)

Persona: Analla, 38, manager and mother of two, recently moved from India to Melbourne.
                   Prioritizes balancing work, studies, and family time. Goals: socialising, 
                   relaxing in art class, raising her daughters. Frustrations: making new friends 
                   and limited free time.

Analla aims to socialise, likely frustrated by the difficulties of making friends in her new country.

Paul Persona (engineer and father) | Highlight

The Paul persona contributed with key insights, mainly because this persona brings together many of the common challenges faced by users.

Persona: Paul, 45, engineer and father who lives in 
                  Melbourne. Needs accessible app features to manage daughters' art classes, reducing stress and freeing up time for his own activities.

Paul is a busy worker and solo father seeking a balanced life, who struggles to manage his daily routine, raise his daughters, be a present and caring parent, maintain a successful career, and still find time for self-care.

User Journeys

A user journey is a method that visually maps the path a user takes to achieve a specific goal, highlighting their actions, thoughts, feelings, and pain points at each stage to identify opportunities for improvement.

Paul’s user journey focuses on tracking and exploring his experiences and outcomes when trying to enrol his daughters in art classes at Box Hill Art School.

A user journey map spreadsheet showing Paul's experience with the Box Hill Art School enrolment. The map includes six stages: searching, accessing the website, choosing a class, enrolling, paying, and confirming. Each stage is divided into three columns: 'What I do,' 'What I think,' and 'What I feel.' The map highlights Paul's emotions at each stage, ranging from appreciative to frustrated, with a focus on the challenges he faces along the process.

Paul's journey map (Tasks/Feelings):

  • Searching (appreciative)
  • Accessing the website (neutral)
  • Choosing a class (intrigued, then frustrated by contact limitations)
  • Enrolling (confused, then frustrated by needing to call)
  • Paying (easy, secure)
  • Confirmation (relieved)

The outcome of the journey was found to be time-consuming and stressful, mainly related to the tasks of choosing a class and enrolling , emphasising the need for a more efficient and user-friendly solution.

Pain Points

Pain points is a method used to identify and declare specific problems or frustrations that target users experience while interacting with a product, service, or system, providing critical focus for the design process.

User feedback and data analysis identified the following three most important pain points:

Tiring Enrolment
Paul's photo, a middle-aged man with short 
                      brown hair and a beard. He is wearing a black turtleneck s
                      weater and a dark jacket. He has a serious expression and is
                       looking directly at the camera. The blurred background suggests he might be in
                        a public place, possibly a train station.

Paul, a busy engineer, finds the enrolment process to be time-consuming and stressful. He needs a simple way to enrol, pay, and manage his daughters' schedules at Box Hill Art School.

Connection Barriers
Analla's photo, she has short, dark hair and is looking away from the camera. The background appears to be a beach scene with the ocean and palm trees. She is wearing a patterned top.

Analla, a manager, seeks to connect with classmates and teachers; she feels frustrated because the current website lacks chat features.

Access Frustration
Ned's photo, he is in his 60s. He has thinning, light-coloured hair and is
                       wearing glasses and a brown jacket over a green shirt. He is looking directly 
                       at the camera with a neutral expression. The background is blurred but suggests 
                       an urban outdoor setting with buildings, a street, and a car.

Ned, a retiree, struggles to sign-in to the school's page due to forgetting his password. He needs an easier sign-in process.

The Empathise phase concludes with a definitive list of three pain points: Tiring Enrolment, Connection Barriers, and Access Frustration. These pain points serve as the foundation for the Define phase.

Define

Define is the second phase of the Design Thinking process. It involves taking the information gathered during the Empathise phase to clearly establish the users' needs and problems.

To establish a clear project direction, this phase focused on three core outcomes:

  • Problem Statement
  • Hypothesis Statement
  • Goal Statement

Problem Statement

A problem statement is a method that takes the raw data of user pain points and structures it into a clear, actionable, and concise definition of the problem intended to be solved.

The following problem statements clearly define the key areas of friction identified, Tiring Enrolment, Connection Barriers, and Access Frustration, providing a focused foundation for subsequent design solutions.

Name Occupation Who needs Because
Paul Engineer A simple way to enrol, pay, and manage his daughters' class schedules. He has a busy life and he faces difficulties managing all the enrolments (the website presents repetitive enrolment steps and non-stored data) and activity statuses.
Analla Manager A way to connect with classmates and teachers. The connection among peers, tutors, and staff was only in-person, making it difficult.
Ned Retiree An easier sign-in process. He struggles to sign-in to the school's page due to forgetting his password.

Hypothesis Statement

A hypothesis statement is a method that informs educated, testable assumptions. It translates user insights or needs into actionable design solutions.

The following hypotheses were developed to address key pain points uncovered during research. These 'If-Then' statements serve to predict how specific design changes may impact the user and their experience.

Tiring Enrolment
Paul's photo, a middle-aged man with short brown hair and a beard. He is wearing a black turtleneck sweater and a dark jacket. He has a serious expression and is looking directly at the camera. The blurred background suggests he might be in a public place, possibly a train station.

If Paul had an app for enrolling or making class payments, then he would have more time to relax and not feel upset or confused doing this activity.

Connection Barriers
Analla's photo, she has short, dark hair and is looking away from the camera. The background appears to be a beach scene with the ocean and palm trees. She is wearing a patterned top.

If Analla used an Arts class app for chatting with her classmates or teacher, then she could communicate with her colleagues and make more friends.

Access Frustration
Ned's photo, he is in his 60s. He has thinning, light-coloured hair and is wearing glasses and a brown jacket over a green shirt. He is looking directly at the camera with a neutral expression. The background is blurred but suggests an urban outdoor setting with buildings, a street, and a car.

If Ned had a fingerprint option to sign-in the school arts class app, then he would not feel frustrated by being obliged to remember his password at all times.

Goal Statement

Goal statement is a clear and concise articulation of the desired outcome of a project, guiding the design process and ensuring alignment with user needs and business objectives.

The following goal statement was derived from observations, insights, and data-driven feedback gathered during the Empathise phase.

Develop the Box Hill Art School App with a priority on user-friendliness, enabling users to easily sign in, sign-up, browse courses, enrol, manage accounts, make in-app payments, access calendars and chat groups, utilise fingerprint sign-in, and track progress to enhance the user experience.

Ideate

Ideate is the third phase of the Design Thinking process. It focuses on generating and exploring a wide range of potential solutions to the users' needs and problems identified during the Define phase.

Various methods were utilised during the Ideate phase to transform problem definitions into actionable solutions, resulting in four core outcomes:

  • Storyboard
  • Need-Solution Framing
  • Information Architecture
  • User-Flow

Storyboard

A storyboard is a visual representation of a user's journey, illustrating key moments, interactions, and emotions to communicate the narrative and context. It is used to understand, address, and clarify user experiences.

The following storyboard visually demonstrates the proposed solution's potential to improve the process and create a positive user outcome, enabling early feedback and validation.

Paul's Storyboard

Paul finds enrolling his daughters time-consuming. If Paul had an Arts class app for enrolling or making class payments, then he would have more time to relax and feel less upset or confused doing this activity.

Paul's Hypothesis Statement Storyboard shows a six-panel storyboard titled STORYBOARD illustrates Paul's journey of enrolling his daughters in a drawing class using a new app.
            Panel 1: Shows Paul on a Saturday morning, reviewing his daughters' pending tasks on a board labelled REMINDERS with drawing class visible. The caption states this is his weekly ritual and this week involves signing them up for a drawing class.
            Panel 2: Depicts Paul looking stressed, with thought bubbles showing the form and payment steps he needs go through for enrolling Celia and Mary, representing the overwhelming nature of online school enrolment. The caption describes his recollection of the stressful online enrolment process, especially with multiple children.
            Panel 3: Shows Paul holding up a smartphone displaying an app with radiating lines, symbolizing a solution. The caption indicates that an app enabling him to enrol both daughters at once would be a tremendous help.
            Panel 4: Illustrates Paul interacting with the app interface, showing options to choose courses, select daughter profiles, and a Submit button with radiating lines emphasising ease of use. The caption explains he can choose courses, select profiles, and make a single payment.
            Panel 5: Shows the smartphone screen displaying Celia enrolled and Mary enrolled  with a checkmark, indicating successful enrolment. The caption states he could easily have his daughters enrolled .
            Panel 6: Depicts a relaxed and happy Paul, with a BOARD TASKS visible in the background showing Tasks concluded. The caption says he could savour his leisure moments and feel fulfilled.
            The storyboard visually narrates a problem (cumbersome online enrolment) and a solution (an app simplifying the process), highlighting the positive impact on the user, Paul.

Ned's Storyboard

Ned's frustration with password recovery hinders his enrolment. An app with fingerprint access can simplify sign-in, enabling him to enrol easily and feel satisfied.

This six-panel storyboard, titled STORYBOARD, illustrates Ned's journey of enrolling in an art class.
       Panel 1: Shows Ned in his garden, remembering to enrol in an art class.
       Panel 2: Depicts Ned frustrated because he can't recall his password to access the school website.
       Panel 3: Shows a smartphone displaying an app with a fingerprint icon, symbolizing a solution for password-free access.
       Panel 4: Illustrates Ned using his fingerprint to log in to the app.
       Panel 5: Shows Ned easily accessing the school app.
       Panel 6: Depicts Ned having enrolled  in his desired course and feeling content.

Analla's Storyboard

Analla faces connections barriers. If Analla used an Arts class app for chatting with her classmates or teacher, then she could communicate with her colleagues and maybe make more friends.

A six-panel storyboard titled STORYBOARD illustrates Analla's journey of making new friends through an app.

            Panel 1: Shows Analla arriving from abroad and feeling eager to make new friends in her art class.
            
            Panel 2: Depicts  Analla looking puzzled and frustrated, realizing she lacks the contact information for her classmates. A thought bubble shows I need to meet my classmates.
            
            Panel 3: Shows a hand holding a smartphone displaying a contact list with speech bubbles, symbolizing an app that facilitates engagement with classmates. The caption suggests such an application could be beneficial for her.
            
            Panel 4: Illustrates  Analla using the app to send a message to her classmates. An arrow indicates the message being sent.
            
            Panel 5: Shows a close-up of the smartphone screen displaying a message: Lets have a cup of tea?.
            
            Panel 6: Depicts  Analla happily socialising with two classmates, indicated by speech bubbles with Bla bla bla symbolising a conversation. The caption states she could finally join them and no longer feel isolated.
            
            The storyboard visually narrates  Analla's problem (lack of contact information hindering social connection) and a solution (an app enabling communication and socialising), highlighting the positive impact on her sense of belonging.

Need-Solution Framing

Need-Solution Framing is the process that bridges user needs and solutions, clearly stating problems alongside refined and prioritized ideas that will guide the project toward its desired outcome.

Design process led to refined solutions addressing user needs, seeking to enhance their experience.

Tiring Enrolment

Paul | Engineer | 46 yo

Paul's photo, a middle-aged man with short brown hair and a beard. He is wearing a black turtleneck sweater and a dark jacket. He has a serious expression and is looking directly at the camera. The blurred background suggests he might be in a public place, possibly a train station.
User-needs:

Paul, a busy engineer, needs a simple way to enrol, pay, and manage his daughters' schedules at Box Hill Art School.

Potential solution:

Develop an app that simplifies enrolment, payments, and schedule management, enabling multiple enrolments to be managed under a single account.

Connection Barriers

Analla | Manager | 38 yo

Analla's photo, she has short, dark hair and is looking away from the camera. The background appears to be a beach scene with the ocean and palm trees. She is wearing a patterned top.
User-needs:

Analla, a busy manager, needs a way to connect with classmates and teachers.

Potential solution:

Develop a chat space to make communication accessible.

Access Frustration

Ned | Retiree | 60 yo

Ned's photo, he is in his 60s. He has thinning, light-coloured hair and is wearing glasses and a brown jacket over a green shirt. He is looking directly at the camera with a neutral expression. The background is blurred but suggests an urban outdoor setting with buildings, a street, and a car.
User-needs:

Ned needs an easier sign-in process.

Potential solution:

Develop a more intuitive process for efficient school app access.

Lack of Convenient Features

Observations | Other users

User-needs:

It was observed that users need convenient features. These include a bag and checkout area, calendar, shop functionality, multiple profiles view, and an arts interest area.

Potential solution:

Develop the convenient features identified above to address user needs and enhance the overall experience.

Information Architecture

Information Architecture is a structural map of a digital product, illustrating how content is organized, labelled, and navigated to ensure clarity and usability for users.

This information architecture showcases key sections of the BHAS App, such as Dashboard, Calendar, Shop, Chat, Menu, Account, and their respective sub-features for intuitive user navigation.

Box Hill Art School App Information Architecture

                An organizational chart outlines the structure of the BHAS App. The app's main sections branch out from the top, including:
                Dashboard, which leads to Progress, News, and Exhibition.
                Calendar.
              Shop, leading to Courses, Favourites, and Cart.
              Chat, leading to Chats, Contact, Group, and Staff.
              Menu, leading to About School, Get in touch, Term of services, Privacy Policy.
              Account, leading to Personal details, Wallet, Students, Favourites, History Purchase, and Portal.
              Arrows indicate the hierarchical flow from the main sections to their respective sub-sections.

User-Flow

User Flow is a visual representation of the pathways a user takes to complete tasks within a digital product, illustrating each step and decision point.

This diagram illustrates the BHAS App "Buy a Course" and "Enrolment" process, detailing user flows from opening the app and adding courses to checking out, applying discounts, providing personal/payment details, enrolling, and receiving confirmation.

An enrolment diagram for the BHAS App illustrates the user flow for purchasing courses. The process 
                begins with the user opening the Box Hill Art School App, leading to the Shop Page. From there, the user 
                can add courses to their cart. A decision point allows the user to either add more courses or proceed to checkout.                
                At checkout, the user has the option to apply discounts. If no discounts are applied, or after applying them, 
                the user proceeds to payment. This involves entering buyer details (personal details, address, contact),
                entering payment details, and finalizing the purchase.                
                Following payment, the user proceeds to student enrolment, 
                where they enter student personal details, address, and contact information. 
                Finally, the process leads to enrolment confirmation, where the user views their receipt. 
                The diagram uses rectangles to represent actions or pages, diamonds for decision points, 
                and arrows to indicate the flow of the process. Descriptions at the top provide further details for each stage.

Prototype

Prototype is the fourth phase of the Design Thinking process. It transforms ideas that emerged during the Ideate phase into a tangible, cost-saving, and low-risk model of a product used to validate its design and concept.

In this Prototype phase concepts evolved into testable designs through a multi-stage process, producing:

  • Sketches
  • Wireframes
  • Low-Fi Prototypes
  • Style Guide
  • Mockups
  • Accessibility
  • Hi-Fi Prototypes

Sketches

Sketches are rough, visual representations of design ideas, illustrating early concepts for layout, features, and user flow.

Sketches of the BHAS App's key screens and user flows were created to visualise the layout, content hierarchy, and navigation before wireframe design (digital design version). The image below illustrates an example of these sketches.

BHAS App's access flow
Three sketches of mobile app sign-in, the screen designs are shown: 
                  first, an access screen allowing user sign-in, guest entry via a shop link, 
                  or sign-up; second, fingerprint-based sign-in; and third, password-based access.

The sketches above depict the BHAS App's access flow, showcasing screen designs for: user sign-in, guest entry via a shop link, or sign-up (first screen); fingerprint-based sign-in (second screen); and password-based access (third screen), focusing on layout and usability to streamline user flow.

Wireframes

Wireframes are digital visual outlines of a digital product's layout and structure, illustrating the placement of content, features, and navigation elements.

Wireframes of the BHAS App's screens, as the examples below, were produced to visualise and define the layout, content hierarchy, and navigation.

App's Access
The wireframes depict the BHAS App's access, showcasing screen designs for: 
                first user sign-in, guest entry via a shop link, or sign-up; 
                second, fingerprint-based sign-in; and third, password-based access 
                focusing on layout and usability to streamline user flow.

The wireframes above show the BHAS app's access screens, focusing on layout and usability to streamline user flow. The sequence depicts: first, launch screen; second, user sign-in, guest entry via a shop link, or sign-up; third, fingerprint-based sign-in; fourth, password-based access, ultimately landing the user on the Shop page.

Cart/Checkout/Enrolment
Wireframes illustrate the BHAS App's progression from purchase completion to enrolment, 
                showcasing screen designs for: cart, discount, buyer details, 
                checkout, purchase confirmation, enrolment form, and enrolment confirmation.

The digital wireframes above detail the BHAS app's cart, checkout and enrolment screens. They show the progression from purchase completion to enrolment in the following stages: cart, discount, buyer details, checkout, purchase confirmation, enrolment form, and enrolment confirmation.

Chat Area
The wireframes illustrate the BHAS App's screen for the chat area, showcasing screen designs for: 
                chat central, contact, group, staff and message.

The digital wireframes above detail the BHAS app's chat area screens. They show the chat central, for a list of messages, contact options for individuals, study groups, courses groups, and staff contact, culminating in an example of a conversation area.

Low-fidelity prototype

Low-fidelity prototypes are early, simplified representations of a digital product, illustrating basic functionality and user flow to facilitate quick and inexpensive testing of core concepts.

A low-fidelity prototype of the BHAS App was developed, this initial interactive model allowed to quickly test core user flows and gather early feedback on navigation and functionality before investing in hi-fidelity visuals.

A low-fidelity prototype animation demonstrates the user flow: 
                  starting with the Box Hill Art School access screen, proceeding 
                  through sign-in options (email/password and fingerprint), successful fingerprint 
                  authentication, and ending with the shop page displaying a list of art courses.

The low-fidelity prototype above demonstrates the user flow for signing in via fingerprint, which leads directly to the BHAS App's shop.

Style Guide

Style Guides are comprehensive visual manuals that define a digital product's aesthetic standards, illustrating the specific use of colors, typography, iconography, and other design components to ensure brand consistency.

Style Guides for the BHAS App, as the examples below, were produced to define the visual identity and ensure consistency across all interface elements.

A horizontal palette of five neutral color swatches labeled Colour - Neutral Greys. The swatches include their corresponding HEX codes: a dark charcoal (#141414), a medium-dark gray (#747474), a medium-light gray (#868686), a very light off-white gray (#F5F5F5), and pure white (#FFFFFF). A typography specification sheet titled Typography featuring the Roboto font family. The guide displays a variety of font weights—Light, Regular, Medium, and Bold—and defines a clear typographic hierarchy across six labeled blocks: h1 (35.83px), h2 (29.86px), and h3 (24.88px) in white text on dark backgrounds; and h4 (14.40px), p (17.28px), and s (12px) in dark text on light backgrounds. A component specification sheet titled Components divided into two sections: Buttons and Cards. The Buttons section displays a matrix of primary (solid dark), secondary (outlined), and tertiary (text-only) button styles across four states: Enabled, Hover, and Disable. The Cards section showcases a horizontal array of course cards featuring artwork thumbnails, course titles like Acrylic Painting, pricing, schedules, and Buy Now call-to-action buttons.

The Style Guide uses neutral grays and whites for high contrast. Adopting Roboto across four weights (Light, Regular, Medium, and Bold), it establishes clear hierarchy. The scale ranges from 35.83px to 12px, ensuring a modern, inclusive, and intuitive experience that prioritizes readability across buttons and cards.

Mockups

Mockups are detailed visual representations of a digital product's design, showcasing layout, color, typography, and branding elements to provide a realistic preview of the final product.

These mock-ups illustrate the core entry points of the BHAS App, including the engaging launching screen, the access screen, the fingerprint authentication screen, and the shop screen, all while showcasing the intended visual style and branding.

A display of four mockups illustrating the early user experience of the BHAS App. 
                From left to right: the Splash Screen with the app logo, the Access Screen with sign-in options, 
                the Fingerprint Access screen prompting biometric authentication, and the Shop Screen displaying 
                available art courses.

Here, the layout and presentation include course details, the cart, the favourites course list, and the menu which provides essential school information such as contact and about.

A display of four mock-ups illustrating different sections of the BHAS App. 
              From left to right: the Course page with a detailed information about the course,
              the Cart Screen with selected items and the total amount, the Favourites Screen
              showcasing saved courses, and the Menu Screen with links to About School, 
              Get In Touch, Terms of Service, and other options.

Expanding beyond the initial screens, these mock-ups provide a glimpse into other key areas of the Box Hill Art School App, such as the Dashboard, Calendar, Chat features, and Account.

A display of four mock-ups illustrating different functional areas of the BHAS App. 
                From left to right: the Dashboard Screen with user progress, ongoing courses, and shortcuts;
                 the Chat Screen displaying a list of recent conversations; the Calendar Screen showing the month 
                 of January 2023 with highlighted events; and the Account Screen displaying personal details, 
                 wallet, and student information.

These designs demonstrate how users can track their progress, connect with peers and staff, view class or school events, and manage their data, such as purchase history and card wallet for easy in-app payments. Parents and carers can also manage multiple students within one account, ensuring a cohesive and user-friendly experience as users navigate different sections and features.

Accessibility considerations

Accessibility in digital products focuses on ensuring usability for individuals with diverse abilities, visually representing features that accommodate various needs and promote inclusivity.

This app prioritizes accessibility to ensure a seamless experience for all users, including those with disabilities, by integrating diverse needs into every stage of the design process for easy access and navigation.

A mobile app screen showcasing accessibility features. It displays Shop screen with icons for Favourites, 
              Cart, and Account, a search bar, and Spring Courses with category tabs. A prominent Acrylic Painting course card 
              including details and interactive buttons. Annotations highlight high contrast, visual hierarchy, touch targets, 
              and alternative text for images, all improving usability. A bottom navigation bar shows Dashboard, Calendar, 
              Shop (active), Chat, and Menu.

Hi-fidelity prototype

Hi-fidelity prototypes visually and functionally mimic the final product, illustrating realistic interactions, visual design, and user flows to facilitate thorough testing.

A Hi-fidelity prototype of the BHAS App was developed, incorporating visual design into a more detailed and interactive model. This aimed to further refine user flows and gather feedback on the near-final user experience.

Fingerprint Access Flow

The video below demonstrates fingerprint sign-in: a fast, secure, and intuitive authentication method designed to assist users like Ned who struggle with password entry.

Sign-up Flow

The video below demonstrates the sign-up flow, showcasing a fast and intuitive entry point for new users like Paul to quickly create an account and start exploring the school's courses.

Purchase Flow

The video below showcases the purchase-enrolment flow. It exemplifies the experience progression for users like Paul, from exploring the shop to purchase completion.

Multiple Enrolment Flow

Continuing the journey for users like Paul, the video below illustrates the streamlined Multiple Enrolment flow. This provides a frictionless process for enrolling multiple students under a single account in one seamless experience.

Easy Management

The video below showcases the management system, supporting users like Paul in tracking progress via a centralized Dashboard, viewing all family events and classes in a single Calendar, and accessing all personal and student data under one unified Account.

Seamless Communication

This final video in the hi-fidelity prototype showcases the Seamless Communication hub designed to foster community. Its intuitive interface allows users like Analla to easily connect with individuals, course groups, and staff, making communication more efficient.

Test

Test is the fifth phase of the Design Thinking process; it actively evaluates the prototype’s concept, user flow, design, and functionality through real user interaction and feedback, identifying usability issues and driving refinements.

In this phase, designs were assessed to identify usability issues and directly inform further refinements. The key outcomes of this testing phase include:

  • Usability Study
  • Refinements
  • Accessibility
  • Final Prototype

Usability study

Two rounds of usability studies were conducted to evaluate the prototype with users. Findings from the first study guided the transition from wireframes to mock-ups, while the second study utilised a hi-fidelity prototype to identify specific flows and elements that required further refinement.

Low-Fidelity | Usability study

An unmoderated usability study was conducted using the low-fidelity prototype of the Box Hill Art School app.

Low-Fidelity Usability Study Form
Form: UX Study of Box Hill Art School Low-Fidelity A Google Form for a UX research study on Box Hill Art School's low-fidelity mobile app prototype. 
                It thanks participants for feedback to improve usability. The app aims to simplify course access, purchase, 
                and enrolment for students, parents, and carers, featuring in-app chat and calendar. participants are encouraged 
                to test the prototype via a provided link.
Low-Fidelity Findings

The low-fidelity usability study identified three key findings regarding back-arrow navigation, group messaging functionality, and appointment tracking, which are detailed below:

ARROW POINTING BACK
A mobile phone displays the Dashboard screen of an app. At the top left, a left-pointing 
                  arrow next to the word Dashboard indicates a back navigation element. Below, a horizontal navigation 
                  bar shows Progress, News, Artworks, and Exhibition, with Progress selected. The Progress section displays 
                  course information, student progress indicators (e.g., 25/100 Classroom, 2/5 Projects, 1/4 Exhibitions, 1/100 Absences), 
                  an overall progress circle at 25%, and a report icon. Below this is a News section with an update from Lisa (Instructor). 
                  To the left, the text ARROW BACK points to the back arrow at the top left, indicating an identified improvement opportunity
                   from the low-fidelity usability test.

Findings:

Not everyone understands that an arrow pointing back indicates a return to the previous screen.

GROUP MESSAGE
A mobile app displays a Project 1 group chat. The top bar includes a back arrow, project name, and icons for heart, cart, and user. 
                  A horizontal scroll bar shows Group Info, and member names: Bia, Lucas, Logan, Mary, and Madison. 
                  he chat window contains messages from Logan, Mary, Madison, and Bia, all dated January 17, 2023. 
                  A message field and send button are at the bottom.

Findings:

Difficulty identifying how to send a message to Group Project 1.

CHECK APPOINTMENT
A mobile app's Calendar screen is displayed. The top shows (Calendar) with a back arrow and icons for heart, cart, and user. A horizontal bar offers (All), (Adm), and (Student A.) categories. The calendar shows (2023 January). (Next Events) lists (We) followed by dates (04, 11, 18, 25) and 6:00 - 7:00 pm - Watercolour Class with greyed-out indicators. The bottom navigation highlights (Calendar) among (Dashboard,) (Shop,) (Chat), and (Menu). A label (CHECK APPOINTMENT) points to the calendar, noting an improvement opportunity from a low-fidelity test.

Findings:

Difficulty for completing the checking appointment task due to a lack of tutorial.

Low-fidelity Usability Study Outcome

After analysing the feedback, it was noticed that a significant number of participants experienced stress due to the limited interactivity of the low-fidelity prototype and missed the textual cues to proceed.

Based on the findings, it was decided moving forward with this design and conducting further testing to determine whether users encounter similar challenges while interacting with the hi-fidelity prototype.

Hi-Fidelity | Usability Study

An unmoderated usability study was conducted using the hi-fidelity prototype of the Box Hill Art School app.

Hi-Fidelity Usability Study Form
Form: UX Study of Box Hill Art School Hi-Fidelity A Google Form for a UX study on Box Hill Art School's hi-fi mobile app prototype. It thanks users for feedback to improve the app for students, parents, and carers, focusing on streamlined course access, chat, and calendar. Honest feedback is encouraged, and a link is provided to test the prototype.
Usability study: Hi-fidelity findings

The hi-fidelity usability study identified three key findings regarding portal signing buttons, course's images visualizations and subscriptions and attendance management, which are detailed below:

PORTAL'S SIGN UP
A mobile app's Account screen shows Account with a back arrow and highlighted Account tab (alongside Favourites, Cart). Sections include Favourites and History Purchase (both with Add Courses and View All), and Portal with Switch Account and Sign-out buttons. The bottom navigation bar displays Dashboard, Calendar, Shop, Chat, and Menu. A label PORTAL'S SIGN UP points to the Switch Account button, noting a hi-fidelity usability test improvement.

Findings:

A sign-up button is missing on the Portal's Account page.

COURSE CARD IMAGE ZOOM
A mobile app's Shop screen shows Shop, icons, a Search bar, and Spring Courses
                     with All selected. A prominent Acrylic Painting card displays an image, description, schedule, age (5-12), instructor Lisa, a heart icon, price ($160), and Buy Now, More Details, Add To Cart buttons.

User Needs:

The zoom feature for course card images is currently unavailable.

SUBSCRIPTIONS AND ATTENDENCE
A mobile app's Account screen displays personal details for Paul Picasso (address, email, phone, profile picture), wallet options (Add Card, Visa), and a Students section showing Paul (Admin), Mary, and an option to add more students. Navigation icons for Dashboard, Calendar, Shop, Chat, and Menu are at the bottom.

User Needs:

The account page lacks the functionality to manage subscriptions and attendance.

Hi-fidelity Usability Study Outcome

Analysis of the feedback from the hi-fidelity usability study revealed three primary friction points: the portal's sign-up button, course card image zoom, and subscriptions and attendance management. These findings directly informed the improvements made during the refinement step.

Refinements

Refinement is the stage in the Design Thinking process where identified usability issues found during the Test phase are improved.

The usability issues identified during the high-fidelity study were systematically addressed and implemented as follows:

Portal Sign-up button Refinement

This design refinement addresses the Portal Sign-up finding by implementing a dynamic section where action buttons automatically update based on the user's authentication status.

Two mobile phone screens display the Account screen of an app. 
                    The left screen, labeled Status: Visitor, shows the Portal section with Sign-in and Sign-up buttons. The right screen, labeled Status: Signed in, shows the Portal section with Switch Account and Sign-out buttons. The primary difference in the Portal section is that a visitor sees options to log in or create an account, while a signed-in user sees options to switch accounts or log out.

Design Issue:

The usability test revealed that a sign-up button was missing on the portal's account page.

Improvement:

Implemented a dynamic section, the buttons interchange based on the user's status.

Course Card Image Zoom Refinement

This refinement addresses the image zoom finding by implementing an expandable preview feature. Users can now tap course card photos for an enhanced visualization.

Findings:

The option to visualise course card’s images was unavailable.

Improvement:

Added expandable previews for course imagery via tapping.

Manage Subscription and Attendance Refinement

Addressing the Subscription and Attendance finding, this refinement focuses on adding a Manage Attendance section to the Account menu, enabling users to easily track their course progress and attendance records.

A before-and-after comparison of a mobile app's Account screen. The Before screen (left) lacks a Manage Attendance section.
                 An arrow points to the After screen (right), where a Manage Attendance section with user thumbnails 
                 (Acrylic-Celia, Manga-Mary) has been added.

Findings:

The account page lacks the functionality to manage attendance.

Improvement:

The "Manage Attendance" option was added to the Account menu.

Final Prototype

This hi-fidelity prototype of the app version represents a more polished and refined rendition of the user interface and interactions, closely resembling the intended look and feel of the final product.

Takeaways

Impact

By putting user needs at the heart of the design process, the Box Hill Art School app transformed a frustrating experience into a seamless one. Students and carers can now effortlessly manage their art journey, while the school benefits from streamlined operations and a stronger community.

Paul’s quote

“I am very surprised by the new app! Now, I can enrol in courses on weekends.”

What was learned

The main lesson is that basing the project on user needs is the key to achieving a robust result.

Acknowledgments