Fall 2022
9 weeks
Solo class project
User Research
Web Design
Usability Testing
Figma
πβ Jump to final product!
Mechanical keyboard building is a popular and growing hobby, but novices are intimated and overwhelmed by the complexity of the process. With a vast wealth of conflicting information, hundreds of online sellers, and the many decisions a user must make to customize their keyboard, beginners are deterred by confusion and uncertainty.
I began investigating the problemspace by diving into the world of keyboard building as a newbie myself. I researched online as if I was about to build my own keyboard, searching for guides, trusted sellers, and explanations of all the different parts. Although I learned a lot of new jargon and got an idea of the steps involved, I was still unsure if my knowledge was complete enough to build a keyboard successfully. Based on my own experience, as I moved into user interviews I was particularly interested to see if other keyboard enthusiasts ever felt the same way.
Pain Point: Shopping
Building a single keyboard requires purchasing parts from many different sites, and comparing prices across even more.
Pain Point: Decision-making
Users stressed over their choices at the final buying step, concerned they wouldn't make the "right" decision.
As I began designing however, I realized my user research had a crucial flaw. I had only talked to people who successfully built a mechanical keyboard, leaving out those who gave up. To identify barriers to entry for new users, I needed to include both groups. So, midway through the project, I went back and interviewed two new individuals who had tried but abandoned the process. They showed me two critical points where these "lost opportunity" users gave up.
Pain Point: Research
New users were scared away by confusion and uncertainty, and if they were not put off by the initial deluge of information, their uncertainty deterred them at the decision-making phase, making them too scared to commit to the costs of buying their parts.
To assess the uniqueness of the idea and understand the current market, I investigated existing tools for mechanical keyboard building and part shopping.
While these existing products had some of my key features, I found that very few had any sort of education on mechanical keyboards, and acted solely as a storefront for products. Computer Orbit had a one-line explanation of each keyboard part built into their part-picking tool, but still lacked detail and had no content to help users make decisions on what parts or features they might want. This white space in the market helped me define my productβs key offering:
Build Version A
β What worked: Concise and clear summary of the experience
β What didn't: Too confined and directed
Some co-design- one user pointed out this interface would work well as a βcartβ at the end! So I repurposed it in my final design!
Build Version B
β What worked: UI patterns match online storefronts and users' existing schemas
β What didn't: Not enough teaching- fails the unique value proposition!
Education Version A
β What worked: Fun, interactive, and visual!
β What didn't: Not the key information- users ask "So what?"
Education Version B
β What worked: Tells users exactly what to do next
β What didn't: Embedded video learning- too distracting and time-consuming
Key Insight!
For a while, the design centered around all the customization questions appearing in a single quiz-like feed. However, testing revealed that it felt more intuitive, informative, and friendly to split these questions up, asking only when it is most relevant in the process.
Brand Tone
As I iterated, the visual language of the branding took shape, and I aimed for a tech-savvy look, tactile like keyboards themselves, with welcoming language for beginners.
I conducted really thorough directional testing with my low- and mid-fidelity prototypes in the early and middle phases of this project, and learned a ton that helped define the direction of my product. However, as I set about developing the branding, UI details, and high-fidelity prototype, I only brought snippets and pieces to my users for feedback. By the time I had a complete and interactive flow ready, I had too little time for extensive user testing. *February 2023 Update* Following the end of this class, I was able to do some usability tests and recognized some key areas for refinement, like improving the color contrast in the dark UI, and having a system to catch user errors earlier on in the process. I wish I had the forethought and planning to include this within the projects original timeline, so that these simple fixes could be a part of the final product!
While I identified aggregating sellers as a useful opportunity, I think I settled a little too quickly into my concept of an online storefront. It prevented me from seeing the really useful part of what I was making β the guidance and education β and made me over-focus on the details of the part-browsing UI. In the future, I want to keep my early ideation more broad, not settling on a single platform, problem, or feature until Iβve explored a wider range of options.
Up next: Oracle / Norfolk Southern / Bits of Good / Keeb / Spence