Learn. Grow. Dominate
Believing in your musical talent and having the confidence to share it with the world is one thing, but actually making a successful career out of it is another, especially within todays challenging music industry. This is where Riddim comes in.
Riddim is a responsive web app enabling new music artists to develop their careers by booking video call consultations with mentors with extensive knowledge and experience of the music industry.
This was my main UX project while studying a part time course at Careerfoundry. Riddim was designed with a mobile first approach to help ensure that users' experience would be seamless on any device.
New music artists need to quickly grasp the multi-faceted music industry as many struggle without professional guidance. In addition, unsigned yet highly experienced independent artists need a way to monetise their knowledge and experience of the industry.
Create an app that enables users to search and book video call consultations with mentors that have experience and expertise in their specific needs.
I found that there weren’t any apps that focused solely on mentorship of musicians so I looked at four other products that solved similar issues that people face within the music industry and beyond. A S.W.O.T analysis was conducted on each one to highlight their strengths and weaknesses.
Fivver - Connects people with freelancers (tech orientated).
Gig town - Shows where certain artists are performing.
Cosound - Helps musicians/artists collaborate together.
Bandfriend - Also Helps musicians/artists collaborate together but more U.S based.
From the analysis I drew several insights:
I interviewed 4 music artists over Zoom to gain insight into the needs and frustrations of potential users. My first round of interviews didn’t provide the valuable insights I needed and I felt this was down to the nature of the questions not being conversational enough. I wrote a whole new set of interview questions with a more informal, conversational tone and began a second round of interviews on 7 different artists.
I chose to conduct more interviews in the second round as I found some interviewee’s views conflicting and this interested me so I wanted a bigger sample size to draw insights from.
I asked the interviewees about their:
Interviewees were between 23-35. Signed artists are with independent UK labels, not majors.
’Figuring out how to look professional is just the begining’
’Looking back I could have saved so much time and money if I did things differently’
’I feel artists are open to helping other artists as long as they mutally benefit’
’The music is just the fun part’
’I think alot of these new guys have no idea what kind of work you have to put in’
’I never thought of reaching out to people at the begining, it felt embarassing’
’I was lucky to have people around me I could learn from early on’
I gathered all the main points into an affinity map to help break down the qualitative data and draw some more concrete insights.
To empathise with users, I built 2 user personas based upon the different frustrations and needs that were expressed by the potential users in their interviews.
These personas make up the 2 main users of Riddim, that being mentors and those seeking mentorship.
’If I can make money on the side helping people develop as artists thats a win win situation!’
Age: 37
Location: London
Background: Ex-signed artist
Occupation: Studio engineer, producer and small label owner
Industry exp: 10 years
Goals and Needs:
Frustrations:
’I feel that I can do this! I just need someone who can believe in me and guide me.’
Age: 20
Location: Southampton
Background: Singing & Songwriting
Occupation: Student and part time work
Industry exp: None / Beginner
Goals and Needs:
Frustrations:
To better understand the experience the persona’s would go through when using the app, and to identify the features needed for them to achieve their goals, I created two customer journey maps.
With research findings in mind, I developed 2 user flows that illustrated the booking appointment feature of the app and how a new user would sign up and personalise their profile page. This helped me to identify the screens and interactions that the users would have to go through in order to achieve their goal.
After identifying a set of major features, I mapped out the information architecture to organise the hierarchy of the app.
To help develop a structure and navigation that’s as intuitive as possible, I also conducted an open card sort online using optimalsort with 10 participants, which allowed me to make further iterations to the sitemap.
Now that I had enough information on the key features of the app I began to sketch out some wireframes on paper then using Balsamiq.
I then made mid fidelity wireframes in Adobe XD with the aim of turnng them into a clickable prototype for user testing. At this point I wasn’t concerned with the UI elements, I was mainly focused on the organisation and layout of features.
Onboarding flow
Home Screen
Mentor Search flow
Message screen
Usability test were conducted on 7 different participants that represented the target audience (1 session musician, 5 new artists and one music promoter.) The tests were conducted remotely in-person via Zoom. They required participants to complete 4 basic task flows.
I created a rainbow spread sheet to make the usability analysis focused and clear in order to see trends, insights, and possible solutions that would be addressed in the future iterations of the app. The errors that users made were rated by the Neilsen’s usability severity scale.
The main findings were:
These issues affected the length of time it took participants to complete tasks, in some cases I had to provide soft prompts to users that were stuck.
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After
The solve the issue with users editing their profile:
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The solve the issue with session booking pop up modal:
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The solve the issue with the global search:
The high fidelity Figma prototype was used for the second round of remote in-person testing. It was performed on 5 different participants, 3 of which were involved in the music industry and 2 were unprofessional musicians. It was clear from the speed at which the tasks were completed that the iterations had made a massive difference. Also not one participant needed a prompt!
There were still issues raised such as:
To help make the onboarding more engaging I :
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After
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To solve the back button/profile icon proximity issue:
I also ran a few preference tests on the login and onboarding pages to see what aesthetic and copy was most engaging. These were sent to 20 participants that fitted the target age group of the app.
After I was happy with the final visual design of the app I made a style guide to ensure future iterations would follow the same branding guidelines.