{ Case Study }

Practice Bud-E

UX Research
UX Design
Branding
3D Design
Project Management

This project is the final consolidation of my Interaction Design thesis. Over the course of 2 semesters I took on multiple roles and worked to better understand this problem space through multiple iterations utilizing UX research methods and design thinking skills.

Duration: 20 Weeks
Tools: Figma, Illustrator, Blender, Mural, Notion
Music Notes Icon

Problem Space

With so many distractions diverting todays youth, learning a new instrument can often feel like a discipline or chore. Through extensive research I discovered that todays youth suddenly lose interest in their music lessons and instruments at the beginning of their teen years - surprisingly, however, it’s during these years that their overall interest in music increases significantly.
Why the paradox ?

{ Solution }
A musical companion that helps teens to develop practice habits and find value through expressing themselves with music.
Arrow Pointing Downward

{ Case Study }

What is practice Bud-E?

Practice Bud-E serves as a guide and mentor to help users discover their unique voice in music. By employing a creation first learning approach and prioritizing self expression in music over mundane theory lessons,  Bud-E helps users navigate music by putting user interests first and uncovering a unique and ideal path for success.

{ Phase 1 }

Research

UX Research
Project Management

Getting started with the project, I created a gantt chart and planned out 6 different stages of research that would take place over the course of 6 weeks. Gathering a foundation of research for the project was integral to the design process as it helped me to understand the problem space from a variety of different sources and perspectives.

Competitive Analysis
Online Forums
Literature Review
Youtube Videos
User Interviews
User Testing

{ Research }

Assumptions

I decided to narrow down my problem space into assumptions about why students struggle with learning and creating music. These assumptions are listed as followed:

1
Students hit roadblocks and then quit their instruments
2
Self taught learning is overwhelming
3
Fear of judgement keeps students from creating
4
Students forced into learning have less motivation
5
Financial barriers prevent students from learning

By breaking each of them down, I was able to ask myself questions that could be potential points of discovery.  I let these questions become my guide for my primary research questions. This moment in the process was important as these areas of focus would prove beneficial when conducting research interviews.

{ Research }

Research Synthesis

The following is a collection of data collected from User Interviews, Online Forms, literature, and competitive analysis. This section is fairly dense with information, but in an effort to be transparent about my process it is necessary to show as this research offers moments of insight and effected my final design solution.

If data bores you, please feel free to skip to the major takeaways section.

Summary of findings.

Validated Assumption - Students hit roadblocks and then quit music.

Feelings of getting stuck and not progressing were common throughout my research. It was clear that users would hit roadblocks, and when they did it was common to feel that they couldn’t achieve their initial goals.

Many users expressed that time spent creating were some of the most profound moments of their learning. While time spent practicing things they had no interest in were where most difficult. Many of those I interviewed that had decided to quit pursuing music, shared feelings of regret. “Quitting” or “giving up” were terms thrown around a lot but upon further investigation students viewed their lack of interest as more of temporary thing. Some students suggested they were just waiting for the right motivation to get started again.Summary of findings.

Invalidated assumption - self taught learning is overwhelming.

My initial assumption was that in the age of the internet, new learners would be overwhelmed by the amount of choices and information available. While There were some cases during my research that this idea was proven to be true, there was also a resounding amount of students that expressed the access to information was nothing but a good thing for there learning, despite it sometimes being overwhelming. 

My study also found that due to the Covid-19 Pandemic, Guitar sales were reaching an all time high, which raises the question, was it always just a matter of time and space for some learners ?Summary of findings.

Validated assumption - Fear of judgement keeps students from learning.

One of the main objectives of this project was to get students of music interested in creating. There are tons of people that spend years studying music, but never learn or bother to create their own music. One of the big assumptions going into this was that the reason for that was because people were afraid of the judgement from others. 

From my interviews alone this was proven to be true on pretty much all counts. There was a ton of fear expressed over how others would view ones self expression. It was also found that many felt as though they lacked some kind of intangible skill required to create.Summary of findings.

Validated assumption - Students forced into music have less motivation.

Participants that were forced into music lessons at a young age viewed the experience negatively across the board. Interestingly students that were not forced into music school commonly shared that their interest for music peaked in their early teens, and feelings to pursue music pushed them into teaching themselves. 

“A common phenomenon among young music students occurs when they enter their teenage years – they suddenly lose interest in their music lessons and instruments. Surprisingly, however, is that it’s during these years that their overall interest in music increases significantly. Why the paradox?”

Participants that were forced into music lessons at a young age viewed the experience negatively across the board. Interestingly students that were not forced into music school commonly shared that their interest for music peaked in their early teens, and feelings to pursue music pushed them into teaching themselves. 

“A common phenomenon among young music students occurs when they enter their teenage years – they suddenly lose interest in their music lessons and instruments. Surprisingly, however, is that it’s during these years that their overall interest in music increases significantly. Why the paradox?”Summary of findings.

Assumption not validated or invalidated.

This assumption was a bit more difficult to prove. In my findings it was clear that many learners had pointed to expensive lessons being a barrier that prevented them from learning at one point, or all-together. While this was valid, many other learners expressed that the abundance of free online content was all they needed. In some cases, participants preferred online content to formal lessons. 

This made me wonder the effectiveness of the two different learning styles. I looked into what users of tutor applications were saying about them in the reviews. I found that the responses were generally mixed. Some more advanced learners pointed out flaws, while new users praised these services. The debates in the comments were insightful as there was a clear divide among learners.
Assumptions
1. Students hit roadblocks
2. Self taught learning is overwhelming
3. Fear of judgment keeps students from learning
4. Students forced into music have less motivation
5. Financial barriers prevent students from learning

{ Research }

Major Takeaways

The following is a list of validated assumptions and new discoveries about my problem space that I had learned throughout this research phase.

1
Students hit roadblocks and then quit their instruments
2
Self taught learning is empowering
3
Fear of judgement keeps students from creating
4
Students value community in learning
5
Learners want to understand music theory
6
Theory should be catered to user wants

{ Phase 2 }

Prototype 1

UX Design
UX Research

Based off of my research findings I began creating a list of feature ideas and low fidelity mockups. Initially it was my plan to flesh out these designs further and create a wizard of oz prototype for user testing.

Image of early and rough prototype design for the project.

{ Prototype 1 }

Competitive Analysis

That plan changed after conducting a competitive analysis. I came across Hookpad, a web app that’s goals similarly aligned with my research goals and resembled some of my rough prototype sketches. Instead of making my own wizard of oz prototype, I decided to use Hookpad as a vehicle to test certain features that Hookpad did not have but my research was showing would be needed for my user base.

Laptop mockup of hookpad

{ Prototype 1 }

User Grouping

I created a short list of goals I wanted my users to reach by the end of testing and divided my user groups into 3 different sections. Although my target audience was focused on beginners, I wanted to gain the perspective of those who were currently in the middle of their learning. When choosing participants for my user testing I kept these groups in mind.

Some users surprised me with their knowledge and understanding of music theory so groups were assigned after testing was completed.

1
Can users actualize a musical idea
2
Users leave the session proud of what they made
3
Users learns 1-3 new things
Absolute Beginner

Someone who has almost no experience with music theory, song writing or playing an instrument

Adventurous Learner

Has some experience with instruments and basic theory concepts. Lacking songwriting experience

Intermediate Player

Someone who has experience creating music and playing instruments, but wants to get better

{ User Testing }

User Personas

Based on these user groups and prototype goals, I created user personas that would be ideal user types for prototype testing.

{ Phase 3 }

User Testing

UX Research
User Testing

User testing began after gathering a group of 6 different users based on personas created in the last phase. Observing users create arrangements and execute musical ideas provided an abundance of insights not just about the software, but how new users approach music as a whole.

{ User Test}

Key Takeaways

After testing this product and looking back to my initial prototype it became clear that this type of tool is not the right fit for my target audience.

There are too many variables and points of distraction / confusion. With this information, I chose to not pursue a tool like this any further and headed back to the drawing board to organize insights gathered from research and user testing. The following lists the main takeaways.

1
The computer / device is a distraction from learning
2
Theoretical concepts are confusing for new users
3
Users reveal motivational issues
4
Users demonstrate natural musicality

{ Phase 4 }

Iterate

UX Research
UX Design

Combining the learnings gathered from my research and user testing I organized user insights into groupings of similar nature. These groupings helped me to understand user needs, pain points and user values which I would could later use to justify and create core features for my design solution.

Affinity Mapping - User Values
Literature Review Quotes
User Testing Quotes
Online Form Quotes
Interview Quotes
"Take songs that mean something to me and try to break them down. The point is to see what these concepts look like in action and more importantly to see which other concepts I wasn’t being taught"
"Maybe it starts you off with a template, and you select a mood, and based off of that then you get suggested notes / chord progressions"
"If I could see how music theory is applied to real popular songs, I think that would be really helpful"
I couldn’t play the music I was listening to. I was all very formal. it was treated more like a discipline…I felt like I couldn’t progress because there was nothing I wanted out of it.
"Whenever I get inspired, or motivated to improve my skills, I always get stuck, feel overwhelmed with how much there is that I need to learn about, practice, and master"
"Music theory has kept me from creating because its intimidating and I don’t understand all of it. But I know you need it"
"I love to create. But I know without theory that my tool belt is limited with how I can express myself"
The reasons most commonly cited for not wanting instrumental tuition (of those supplied) were ‘I think it would be boring’ and ‘I’m just not interested in music
"When choosing the key it would be nice to hear the notes, same with when you select the notes I wanna hear them before they get added to the timeline"
"I hear the notes I wanna play in my head so sometimes I will try to sing them"
"No matter what you play the notes are gonna be in key, and the metronome will keep everything in time. Compared to using a DAW or sitting at a piano"
"I keep accidentally hitting things but I find its a good thing because its giving me new ideas as to which direction the song could go"
"I mostly just wanna share with my friends and hear their feedback. Im not expecting to blow up"
"I periodically go through quitting music, If I don’t have anywhere to play, or anyone to play with I stop for a bit. I need other people around me engaging in it"
"I look up to a lot of musicians that surround me. Having the context of other people had a big impact on my learning for sure"
"I’ve been learning other peoples stuff for so long I don’t know if I have any creativity left. Maybe its just impossible for me"
39% of respondents answered that music lessons would be to expensive
Fender Play – which offered a number of free trials over the lockdown period – saw its user base increase from 150,000 to 930,000
"Paying for other apps was too expensive, I got frustrated with it and gave up"
"I hear the notes I wanna play in my head so sometimes I will try to sing them"
*User started beat boxing drum Ideas*

This made me realize there is no easy feature to add precautionary elements to the song
I have been over complicating things for like 30 years because I never learned theory. I intuitively know lots of stuff, can jam with anyone… but I don’t understand what I am doing.
"If there were clever ways to learn music theory, I would definitely do it, but the thing is that when I hear music theory, I start thinking about school"
"Music theory has kept me from creating because its intimidating and I don’t understand all of it. But I know you need it"
"I hear the notes I wanna play in my head so sometimes I will try to sing them"
"Maybe it starts you off with a template, and you select a mood, and based off of that then you get suggested notes / chord progressions"
"Maybe it starts you off with a template, and you select a mood, and based off of that then you get suggested notes / chord progressions"
"I love how changing the genre and adding the band really ties it all together, it almost feels like I didn’t make this but I did"
"Take songs that mean something to me and try to break them down. The point is to see what these concepts look like in action and more importantly to see which other concepts I wasn’t being taught"
"I remember my biggest issue was I that I wasn’t playing the type of music I was listening to. It was very formal and traditional. To add to that, my teacher wasn’t making it very fun, it was treated more like a discipline”
"Throughout this process, I liked that I was able to ask you questions. I think it would be cool if there was a feature that suggested notes and musical ideas in an easier way"
"I keep accidentally hitting things but I find its a good thing because its giving me new ideas as to which direction the song could go"
"Getting started I found so many great apps that can hold your hand through the whole process at the beginning"
"I’ve studied piano and music theory for many years, but I have never been able to write something of my own. Every time I try, my insides feel like they’re being synched up with barbed wire"
"Now this is great, but if I want to actually play this on guitar I would like to see the chords, is there an option for that?"
"No matter what you play the notes are gonna be in key, and the metronome will keep everything in time. Compared to using a DAW or sitting at a piano"
"Take songs that mean something to me and try to break them down. The point is to see what these concepts look like in action and more importantly to see which other concepts I wasn’t being taught"
"With learning the guitar, it feels like im doing a worse job playing something that’s already been made"
"There is so much more to playing guitar than just hitting a note. Vibratos, slurs, etc., so the feeling of grooving is not something Yousician can teach"
Every guitar player who has learned how to play from YouTube videos all have one thing in common: lack of musicality. They “play” the tab or what they think is the lick, with no understanding of what they’re doing.
"If I could see how music theory is applied to real popular songs, I think that would be really helpful"
"I love to create. But I know without theory that my tool belt is limited with how I can express myself"
"I wish they weren’t roman numerals because im a millennial and don’t know how to read them"
"What are these numbers, the roman numerals ? I don’t know what that means"

{ Iterate }

Organizing Insight

Using my list of user values and key features, I then created a list of parameters entitled “Product Goals”. This list of product goals became my bible when designing. Throughout the next design phase I would constantly refer back to this list to ensure that the design decisions I was making were backed by research and user input.

Focus

Product must be accessible away from phone or computer

Cater

Cater to the users musical interest, genre, style, etc.

Measure

Generate measurable goals and track progress

Motivate

Incentivize practice to encourage development and habit forming

Facilitate

Facilitate practice sessions based on user goals and interest

{ Phase 5 }

Prototype 2

UX Design
3D Design

Before moving forward anymore I needed to address my first product goal “Must be accessible away from phone or computer”.  This was one of the most challenging parameters that I placed on the project as it was an early assumption of mine that the end product would solely be used on the computer. I started a brainstorming session that helped me to determine how proceed.

{ Prototype 2 }

Inspiration

After my brainstorming session, I eventually landed on the idea that the product could be a separate device from the phone and function as a screen, speaker, and microphone to facilitate and monitor practice sessions. Hesitant to create a device that just looked like a tablet or phone,  I wanted to make a character that could appeal to a younger audience.

I created a mood board of characters / artwork / and older technology that inspired me. I wanted to create a friendly face, that had tactile components making it feel like a relic of the past. Once I had put this mood board together, I was really starting to get an idea of what I wanted it to look like, and started drawing out some ideas.

A collage of inspiring technology, art, and characters. 

Some of these include  - Gameboy Color, iDog, Bmo, Wall-e, 1980's mac, metronome, cassette tape.

{ Prototype 2 }

Prototype Plan

I wanted to get some rough ideas down before I moved into 3D modelling. I did some brief user testing among my peers to get an idea of what they thought about the sketches. The main feedback that I got was that I should focus on making it seem less like a toy, and more like a learning device. It was also emphasized that the face needs to look more friendly as it could look creepy sitting on a shelf or table.

I decided to reduce the number of tactile components, and really focused on making something that looked more like a learning device. I wanted the product to look as though it could easily sit on a shelf, table or desk without looking like a toy. I was inspired by the design of Google home and Amazon Alexa for this phase of the design as they both are products that I feel are able to achieve this sort of look.

Rough

{ Prototype 2 }

3D Design

With the feedback I gathered, and my rough sketches I decided to move into 3D modelling. I spent a long time working out different iterations of the design before landing on what you see here. Some of the main components that I added to this design include.

1. Large speakers for audio feedback and collaboration
2. A microphone for picking up instrumental sounds and voice command
3. A light at the top that can communicate through the use of color
4. Lights at the bottom for tuning feedback
5. A tilted design that points the screen upward towards the user
6. Tactile volume knob
7. LED screen

Screenshot of early 3D design stages using Blender 3D software.Final export of the first render of practice Bud-ELabeled diagram of practice bud-e.

Features include: Speaker, Volume knob, Light/Alarm, LED screen, Note feedback lights, microphone.

{ Phase 6 }

Design

UX Design
Branding

Rather than designing a whole a new interface and control system for the product, I decided that I would make a companion app that would function as a controller and diary for users to monitor their progress. I opted for this because I didn’t want to overwhelm users with having to learn a whole new control system in order to use Practice Bud-E. By creating a mobile companion app, control and use would be more familiar to users.

Flowchart design for mobile app.

{ Design }

Low Fidelity Planning

Using my list of core features and flowchart I started creating low fidelity mockups for the companion application.

Low fidelity mockups for the companion mobile application.

{ Design }

Brand Identity

Before moving into high fidelity mockups, I started to experiment with colour and font. During this stage I also created a logo and selected colours for the product that would help to build a brand identity.

Brand GuideLogo Design

{ Phase 7 }

Deliver

UX Design
Branding

Compiling research, prototype iteration and design branding the project reaches a presentable stage to deliver a proof of concept. Demonstrated below are the final screens with explanations of how moments of insight, research and product goals were incorporated into the design of the project.

Dashboard

A quick and simple Practice Bud-E control system and dashboard

Warmup

Facilitate a daily warmup to get users started when they are unsure of how to start

Highlights

Let users review previous practice sessions to gain new perspective on development

Lesson Search

A quick and simple Practice Bud-E control system and dashboard

Lesson Suggestion

Lessons catered to user interest and development are suggested to users in the search section

Profile

Gamify practice. Users can level up, earn achievements and track the total amount of hours practiced.

Highlights

Users can schedule practice days, set reminders, and create measurable goals

Recording

Practice Bud-E Can record practice sessions, song ideas, jam sessions for users to reflect on later

{ Reflect }

Next Steps

Moving forward with this project there are a number of next steps I would like to take. Firstly, I would like to do further user testing with how the product works in conjunction with the companion app. Based on user testing results, I would like to iterate on the design of the application and the actual product. From there I would like to repeat this process, while adding to the design with each iteration until reaching a point where actual development could take place.

My four main moments of growth.

1. Learning how to 3D model / being able to create my vision while also creating something within my skill set.

2.User testing competitors products can provide great insight to problem space and user needs.

3.Putting user needs first, being able to narrow down feature ideas to what users require most. 

4.Its okay to sometimes think and design outside the realm of mobile applications.