BitCrumb: A place for your story

Everywhere you go has a story – but you might not be there to see it. How could we use a digital service to bridge the gap between events and our presence to experience them?

Background Research

An open-ended project built during an UX course at Academy XI, BitCrumb started with the simple mission of connecting people to enjoy experiences together. Numerous contextual interviews at Board game meet-ups, offices and parkour gyms gave birth to the idea of an augmented reality app that would allow users to upload their experiences to where they were filmed – for discovery by anyone walking by them.

Surveys were used to then confirm that there was a broad spectrum of users who would approach the app's core features.      

 
 Survey results (N=30)

Survey results (N=30)

Concept Development

After the initial idea was defined, a set of deeper one-on-one interviews with potential users recruited at meetups was conducted to build potential personas, customer journeys and get a core list of initial features.

 Key personas alongside the original empathy maps that supported them

Key personas alongside the original empathy maps that supported them

 Key Customer Journeys - the way users would experience the whole service.

Key Customer Journeys - the way users would experience the whole service.

This lead to a split in features from those uploading their lives on the fly, and those who would plan stories to be experienced by people – leading to two separate clusters of wire-frames and storyboards that slowly merged into one concept.

Prototypes and usability testing

With that, the idea congealed into a series of paper prototypes made clickable with testing apps.

 

     

 

 

Recruiting friends and coworkers for usability sessions allowed me to hone in on the features most relevant to users. Overall, the most relevant principle always came down to the viscosity of the experience: users wanted as few steps as possible, and were happy to forgo my original proposals for complex meta-data tagging abilities in exchange.

 

 The testing Journey - from notes in a sketch book to wire frames, and from wire frames into increasingly higher fidelity online prototypes.

The testing Journey - from notes in a sketch book to wire frames, and from wire frames into increasingly higher fidelity online prototypes.

Armed with the knowledge of what mattered most for end users, I pushed the development into high fidelity versions with Axure, where the app awaits further development into a something that can be tested in the crowds.