Huddle

Huddle

Team meetings made more productive

Team meetings made more productive

Overview

Self-tracking is a way for people to collect information about their behavior, reflect on the data collected, and identify areas of improvement to drive personal growth. Based on this concept of self-reflection, we designed a productivity tool for teams that helps them keep track of their meetings and allows users to reflect on their own and the teams’ productivity levels through data-driven visualizations.
 

Overview

Self-tracking is a way for people to collect information about their behavior, reflect on the data collected, and identify areas of improvement to drive personal growth. Based on this concept of self-reflection, we designed a productivity tool for teams that helps them keep track of their meetings and allows users to reflect on their own and the teams’ productivity levels through data-driven visualizations.
 

Role
UX Designer

Team Size
3

Duration
6 weeks

Role
UX Designer

Team Size
3

Duration
6 weeks

The Solution

We designed Huddle, a productivity tool allowing users to schedule and track team meetings, add meeting reviews, and view team or meeting-wise statistics to enable self-reflection and improve team productivity levels. 

 

The Solution

We designed Huddle, a productivity tool allowing users to schedule and track team meetings, add meeting reviews, and view team or meeting-wise statistics to enable self-reflection and improve team productivity levels. 


1

Schedule and track team meetings

Schedule and track team meetings

2

Add meeting reviews

Add meeting reviews

3

View team-wise statistics

View team-wise statistics

Want to view the designs in detail? Jump to final designs

Want to view the designs in detail? Jump to final designs

Want to view the designs in detail? Jump to final designs

Want to view the designs in detail? Jump to final designs

Curious about the design decisions? Jump to final designs

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What did I work on?

  • Conducted 5 (out of 20) short semi-structured interviews with students working on team-based projects.
  • Collaborated with the team to analyze the data collected and brainstorm final design ideas.
  • Worked with one team member to create low-fidelity designs of the app and conducted multiple guerilla usability tests to evaluate the concepts. 
  • Worked independently on setting a visual direction and designing the hi-fidelity prototypes of the app. 

What did I work on?

  • Conducted 5 (out of 20) short semi-structured interviews with students working on team-based projects.
  • Collaborated with the team to analyze the data collected and brainstorm final design ideas.
  • Worked with one team member to create low-fidelity designs of the app and conducted multiple guerilla usability tests to evaluate the concepts. 
  • Worked independently on setting a visual direction and designing the hi-fidelity prototypes of the app. 

What did I work on?

  • Conducted 5 (out of 20) short semi-structured interviews with students working on team-based projects.
  • Collaborated with the team to analyze the data collected and brainstorm final design ideas.
  • Worked with one team member to create low-fidelity designs of the app and conducted multiple guerilla usability tests to evaluate the concepts. 
  • Worked independently on setting a visual direction and designing the hi-fidelity prototypes of the app. 

Setting the Focus

Our objective was to create a reflection tool that utilizes social tracking to drive behavior change.  We decided to focus on team meetings and wanted to understand the factors that affect team productivity. 

Setting the Focus

Our objective was to create a reflection tool that utilizes social tracking to drive behavior change.  We decided to focus on team meetings and wanted to understand the factors that affect team productivity. 

While there are various tools available that aim to improve team productivity, the tracking parameters that the tools record are restricted. These tools primarily focus on high-level parameters such as goals set by groups or time spent in meetings. We wanted to understand the tertiary factors that affect team meetings and design a tool that helps teams collect this data and better strategize for future meetings. 

While there are various tools available that aim to improve team productivity, the tracking parameters that the tools record are restricted. These tools primarily focus on high-level parameters such as goals set by groups or time spent in meetings. We wanted to understand the tertiary factors that affect team meetings and design a tool that helps teams collect this data and better strategize for future meetings. 

Our Process

Our Process

The design of Huddle followed a user-centered design process starting with idea generation, followed by user research and analysis, ideation, and multiple rounds of prototyping and testing. 

The design of Huddle followed a user-centered design process starting with idea generation, followed by user research and analysis, ideation, and multiple rounds of prototyping and testing. 

Desktop – 1

Understanding our Users

For the scope of this project, we focused mainly on students working on academic projects. During the interviews, we asked the participants to recall some of their past team meetings and reflect on their experiences. They walked us through what (in their perspective) went well, what went wrong, how they resolved conflicts, and what kind of workarounds they employed to achieve that.

Understanding our Users

For the scope of this project, we focused mainly on students working on academic projects. We asked them to recall some of their past team meetings and reflect on their experiences during those meetings. They walked us through what (in their perspective) went well, what went wrong, how they resolved conflicts, and what kind of workarounds they employed to achieve that.

After conducting the interviews, we analyzed the data collected and brainstormed variables that could be included in our reflection tool for teams to track their data.

After conducting the interviews, we analyzed the data collected and brainstormed variables that could be included in our reflection tool for teams to track their data.

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We recognized influential factors both prior to and during meetings that affect team productivity. 

We recognized multiple factors that affect team productivity and categorized them as pre-meeting or in-meeting holdups. 

We recognized influential factors both prior to and during meetings that affect team productivity. 

Pre-Meeting Holdups

Pre-Meeting Holdups

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In-Meeting Holdups

In-Meeting Holdups

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Coming up with the Design Idea

Based on the factors identified, we decided to work on a team productivity tracking tool that allows users to 

 

Coming Up with the Design Idea

Based on the factors identified, we decided to work on a team productivity tracking tool that allows users to

 

interface (1)

Easily schedule & track meetings

Easily schedule & track meetings

people

Track in-meeting holdups that affect team productivity

Track in-meeting holdups that affect team productivity

business-and-finance

View data-driven visualizations to reflect on the team's productivity levels and drive behavior change

View data-driven visualizations to reflect on the team's productivity levels and drive behavior change

We also decided to include a live to-do list along with a team leaderboard to make users aware of the tasks assigned to them and help them stay motivated to complete tasks on time. 

We also decided to include a live to-do list along with a team leaderboard to make users aware of the tasks assigned to them and help them stay motivated to complete tasks on time. 

Bringing the Idea to Life

We started out by sketching wireframes to establish the app's layout, interactions, and functionality. This was followed by an in-class design critique where we received feedback on our idea, designs, and user flow.

Bringing the Idea to Life

We started out by sketching wireframes to establish the app's layout, interactions, and functionality. This was followed by an in-class design critique where we received feedback on our idea, designs, and user flow.

Bringing the Idea to Life

We started out by sketching wireframes to establish the app's layout, interactions, and functionality. This was followed by an in-class design critique where we received feedback on our idea, designs, and user flow.

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Based on the feedback from the critique, we designed mid-fidelity prototypes of the app. We conducted multiple guerilla usability tests to quickly discover major functional and interaction issues with our designs. 

Based on the feedback from the critique, we designed mid-fidelity prototypes of the app. We conducted multiple guerilla usability tests to quickly discover major functional and interaction issues with our designs. 

Major Insights

  • Users believed managing the live to-do list after every meeting would be a hassle and require a lot of user input causing excessive data capture burden. 
  • Users believed the team leaderboard (based on completion of to-do list action points) could lead to negative team dynamics. 
  • Users were confused by the flow of the app and wanted the statistics/visualizations to be more discoverable.
  • Users found it overwhelming to use/view multiple navbars on the same screen. 

 

Major Insights

  • Users believed managing the live to-do list after every meeting would be a hassle and require a lot of user input causing excessive data capture burden. 
  • They also believed the team leaderboard (based on completion of to-do list action points) could lead to negative team dynamics. 
  • Users were confused by the flow of the app and wanted the statistics/visualizations to be more discoverable.
  • Users found it overwhelming to use multiple navbars on the same screen. 
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Final Designs

Final Designs

Final Designs

Usability testing of the low-fidelity prototypes informed the design of our final mockups.

Usability testing of the low-fidelity prototypes informed the design of our final mockups.

21.001

We developed Huddle, a team productivity tracking tool that allows people to schedule and track meetings, reflect on how their team is progressing in a project and make improvements to their current situation by enabling self-reflection through data-driven visualizations. 

Huddle is meant for students working on projects in academic settings who wish to reflect upon how various factors affect the way they work in a team meeting.

We developed Huddle, a team productivity tracking tool that allows people to schedule and track meetings, reflect on how their team is progressing in a project and make improvements to their current situation by enabling self-reflection through data-driven visualizations. 

Huddle is meant for students working on projects in academic settings who wish to reflect upon how various factors affect the way they work in a team meeting.

Manage Teams

Manage Teams

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Huddle allows users to easily manage their project teams. Users can add new teams and use the calendar to manage upcoming meetings and stay on track with their meeting schedules.  

Huddle allows users to easily manage their project teams. Users can add new teams and use the calendar to manage upcoming meetings and stay on track with their meeting schedules.  

Create New Meeting

Create New Meeting

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Users can schedule a meeting for a specific project team by adding the meeting location, time, and agenda. Assuming users have shared their calendars with each other, Find Time would help suggest meeting times based on the users’ availability. This meeting appointment is reflected on the calendars of all the members. This promotes better communication with the team and helps track meeting logistics easily.

Users can schedule a meeting for a specific project team by adding the meeting location, time, and agenda. Assuming users have shared their calendars with each other, Find Time would help suggest meeting times based on the users’ availability. This meeting appointment is reflected on the calendars of all the members. This promotes better communication with the team and helps track meeting logistics easily.

Add Meeting Review

Add Meeting Review

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The design lets users keep track of hold-ups experienced during a meeting. Users are prompted to add a review upon completion of a meeting and rate the overall productivity, holdups that affected the meeting, and add any comments if necessary.  

The design lets users keep track of hold-ups experienced during a meeting. Users can add a review upon completion of a meeting and rate its overall productivity, the holdups that affected the meeting, and add comments if necessary.  

View Statistics

View Statistics

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Team members can reflect on their working habits using the Stats section, which aids in minimizing hold-ups. The productivity trend and a treemap displaying major holdups not only helps in the identification of barriers but also enables self-reflection, which would further motivate teams to overcome these barriers. Users can either view overall team stats or view stats from a particular team meeting.

Team members can reflect on their working habits using the Stats section, which aids in minimizing hold-ups. The productivity trend and a treemap displaying major holdups not only helps in the identification of barriers but also enables self-reflection, which would further motivate teams to overcome these barriers. Users can either view overall team stats or view stats from a particular team meeting.

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Users can also access these stats from the home page and select the team they want to view their productivity statistics for.

Users can also access these stats from the home page and select the team they want to view their productivity statistics for.

To-Do List & Leaderboard

To-Do List & Leaderboard

ADDITIONAL DESIGN IDEAS 

ADDITIONAL DESIGN IDEAS 

A live to-do list for users to keep a check on their own progress as well as how the other team members are progressing on their action points. The to-do list wasn't included in the final design due to feedback about excessive data capture burden in addition to the meeting reviews.

Leaderboard based on completion of to-do list action points to encourage healthy work behavior and bring positive behavior change through social-comparison. The leaderboard wasn't included in the final design as usability test participants believed it could lead to negative team dynamics.
 

A live to-do list for users to keep a check on their own progress as well as how the other team members are progressing on their action points. The to-do list wasn't included in the final design due to feedback about excessive data capture burden in addition to the meeting reviews.

Leaderboard based on completion of to-do list action points to encourage healthy work behavior and bring positive behavior change through social-comparison. The leaderboard wasn't included in the final design as usability test participants believed it could lead to negative team dynamics.

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Conclusion

Conclusion

We created a productivity tracking tool that helps teams keep track of their meetings and allows users to reflect on their own and the teams’ productivity levels through data-driven visualizations. Huddle, with its ability to facilitate self-reflection, is an ideal tool for student teams looking to enhance their efficiency and productivity. 

Working on Huddle reinforced the importance of iterative, user feedback-driven design. Without the usability tests and design critiques, I wouldn't have realized the negative impact some of our features - leaderboard and to-do list - might have on the end-user and helped us focus on designing an MVP that's most useful for student teams. 

 

We created a productivity tracking tool that helps teams keep track of their meetings and allows users to reflect on their own and the teams’ productivity levels through data-driven visualizations. Huddle, with its ability to facilitate self-reflection, is an ideal tool for student teams looking to enhance their efficiency and productivity. 

Working on Huddle reinforced the importance of iterative, user feedback-driven design. Without the usability tests and design critiques, I wouldn't have realized the negative impact some of our features - leaderboard and to-do list - might have on the end-user and helped us focus on designing an MVP that's most useful for student teams. 

 

 

Thanks for checking out our project! Cheers!

Thanks for checking out our project! Cheers!

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