Capshot

Capshot

An evaluative research case study

For this meme-making app, the main concern was the low retention rate. I conducted usability testing which highlighted the main features of ‘reply’ and ‘remix’, weren’t understood by the users.

We re-worked the user flows for onboarding and added elements of gamification to increase learnability. This led to a 25% increase in retention rate.

Business questions

My stakeholders consisted of the CEO and COO of the company.

The cofounders highlighted a need to understand:

  • why do users not use the app after installing?

  • why was ‘remix’ as a feature not used much?

  • how do we build a user base for this product?

Research Goals and methods

How can we better understand how users interact with Capshot, in order to improve the experience of creating and browsing memes?

Research Goals:

  1. Evaluate how people are currently interacting with the Capshot app

  2. Understand their current pain points, frustrations, and barriers about the features and how they would improve it

I proposed that we conduct usability testing and heuristics

Recruitment criteria

Recruitment was through phone call screening, after sending out a broadcast message asking for interest in meme, meme making, availability for 40 mins.

Usability Tasks & Usability guide

I consulted with the co-founders and we decided to focus on ‘Login’, ‘Remix a post’ and ‘reply to a post’. I conducted usability testing with the app ‘Capshot’ via Zoom or Google meet. I followed the discussion guide below. I recorded/ took notes as per participant’s consent. Each UT went for about 40 mins each.

Research finding

  • A meme is ‘remixed’ when the basic template has different text/ image elements added to the base, this is where the audience could be creatively inspired.

  • When a different meme is used as a response to a meme post, it becomes a ‘reply’. How useful is this difference? How is it perceived?

Ideation workshop

We discussed on call about how to solve these issues. At that point I brought up Octalysis framework to think of different ways gamification can be brought in to engage.

1. ‘flowing choice’ : This was to break down the overwhelm caused by a heavy onboarding.

2. ‘Evolved UI’ : We thought of how some games have where as the user levels up, the UI shows more complex features. This could help with the overwhelm.

3. Re-thinking remixing and replying : This was more of strategic decisions that the co-founders said they’d take to the drawing board.

Impact & Next Steps

I. Strategic changes

  1. We focused on clarifying ‘remix’ and ‘replies’ with glowing choice onboarding. These were the backbone of ‘co-creating’ memes.

  2. Using ‘chat’ as a place to co-create memes in ‘safety’ away from the eyes of the ‘feed’ was how we wanted to provide a safe ‘launch’ space before using the feed.

    • While this existed already, we realised the app had some unnecessary interactions (see II.2)

    • This could help us put this back in focus (this was our hypothesis from the research insight)

  3. We also ideated on strategies to grow the user base, as part of our marketing campaign

II. Design changes

  1. We reduced onboarding to get username, date of birth and clarify ‘reply’ vs. ‘remix’

  2. Here are some low-fi designs, which reflect how we decided to reduce clutter in the app

    • Many steps as part of onboarding, which were aim at understanding the person, to personalise their feed (Preferences, )

    • UI clarity to distinguishing between own post and others’ post

    • Comment UI simplified: Text only, media only formats

    • Post options

    • Navigation simplified

  3. User flows made as part of the marketing strategy

    • These contain flows from