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PROJECT

Downwrite

A music-commissioning platform. Empowering musicians to make money from their craft, by connecting customers with artists and facilitating successful project delivery.
ROLE
LEad Designer
UX, Visual, Motion
Project type
Web Platform
Client
Downwrite, via Pilot Lab

Process

Client Logo

Discover + Define

INTERVIEWS, Surveys, Observation sessions, workshop, UX Audit, Competitive analysis.

Very few people in the music industry earn enough money from it to support themselves.

Musicians face numerous challenges when it comes to making money from their craft in the music industry. Many musicians have to work multiple jobs to make ends meet. The music industry's inconsistent and unpredictable nature, coupled with the challenges of earning a fair income from streaming royalties, means that many artists cannot rely solely on their music to support themselves financially. How might we enable musicians to make a living from their craft? 

Surveys, interviews, and observation sessions.

We conducted a series of interviews and surveys to gain insight into how artists and commissioners are currently using the platform and to determine some existing pain points among users. As well as getting a sense of their goals and needs. From this research, we discovered many important pain points.

WORKSHOP

Insights and pain points:

No direct communication between artists and commissioners.

If an artist had a question, or a commissioner had a suggestion, the only way to communicate was by contacting Downwrite’s staff. As you can imagine, this created a lot of barriers in the process. This often caused artists to make mistakes in the songs (such as pronounciation of a name), and then later have to make changes or start over. It wasted a lot of time and energy from not only the artists and the commissioners, but from the Downwrite staff as well.

Create a direct line of productive communication between artists and commissioners.

No option for artists to decline a song request.

All song requests were expected to be fulfilled. If an artist was busy, uncomfortable with a specific request, or did not want to fulfill a song request, they would have to contact Downwrite staff to resolve the issue.

Allow artists to accept or decline a request within a window of time.

Commissioners don’t provide helpful information in song requests.

Because commissioners didn’t know what information to provide, they would often not provide the right kinds of info. Sometimes artists would get long pages of details that were irrelevant, while others would get no information to go off of.

→ Guide commissioners through a clear request flow, informed by artists’ needs.

No indication of how long it would take to receive a commission.

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→ Create clear expectations for turnaround times and progress.

Artists have difficulty deciding what to offer and how to price their offerings.

Finding the right balance between autonomy and helpful structure. Also, having consistent parameters to compare across (for what one artist is offering, versus another) is helpful for commissioners.

→ Provide guidance to artists in creating their offered packages.

Commissioners have difficulty finding the right artist for their needs.

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→ Enable commisioners to easily find, compare, and contrast artists and their packages.

Defining the goals and MVP feature-set of the product.

All of the research and analysis that we conducted helped to inform the overall objective of the product. It also helped us determine and narrow the core feature-set to include in the MVP, as well as the UX Principles that guide the user experience.
PRODUCT GOAL
UX Principles
MVP Core Feature-SET

Ideate + Design

USER JOURNEYS, Information architecture, User flows, wireframes, VISUAL DESIGN, PROTOTYPES.

Mapping out user journeys, user flows, and the information architecture.

Prior to designing the actual interface, this phase was important in understanding the user's needs and motivations. We created flows for both of the user types, determining any road blocks they may face along the way. Once we had our outline of what the experience would be, we could begin designing the interface.
User journeys
Information architecture
user Flows

Thousands of wireframes, prototypes, and hi-fidelity design iterations went into creating the final designs.

Wireframes

Test + Implement

DEVELoPMENT, USER TESTING, PRIORITIZING SOLUTIONS, IMPLEMENTATION.

We collaborated closely with development throughout the project.

Design and development were continuously working together from day one of the project. We collaborated closely to figure out what designs were feasible with our timeline and resources, and problem-solving together. Our 3-week sprint schedule and daily stand-ups helped us remain adaptable and on the same page, as well as focused on our goals.
Redlines

Conducting user testing to determine the paint points, and validate design decisions.

I lead user testing of six artists and six commissioners. During the testing, we took detailed observation notes for each of the users. Taking note of pain points, frustrations, feedback, or any other issues that occurred. We then reviewed the notes, and collected and tracked patterns across the tests. As part of that process, we noted the number users that experienced specific pain-points, and mapped out the impact of each, to help inform our prioritization.
USER TESTING PATTERNS AnD PRIOTIZATION

Massive improvements to success rates after implementing solutions.

SUCCESS RATE of task completion