native IPHONE & IPAD APP
While working as a freelance interaction designer, I partnered with Alive Digital to work on a section of the Michaels iPhone App called Michaels Create. Once the work was completed for that section, I was brought on to work on a stand alone Michaels Create iPad App. The goal of theses applications was to give their customers the ability to do crafts at anytime with whatever materials they had on hand.
As the interaction designer for these projects, my primary responsibility was creating the user experience and working with a fellow UI designer to create a brand consistent interface for Michaels. I created wire frames of the user flow, collaborated on the overall interface and handed off major deliverables to the development team at Alive Digital.
How can we create a simple and intuitive solution that allows crafters to submit the supplies that they have on hand and then presents them with crafting ideas?
How can we create a consistent Michaels Create experience across two platforms, while allowing additional functionality via iPad?
We began with what we knew:
For both the iPhone and iPad experience, we needed to create a consistent searching solution that catered to not only avid crafters, but crafters of all skill levels. Once a crafter completed a search, we needed to ensure that project results could be filtered; and also lay out the instructions for individual projects in a way that was intuitive so that users of all ages could navigate the app. Since this solution would be for two different devices, it was important to identify what capabilities they would have in common when it came to filtering project results.
Identifying these key functions and capabilities helped kickstart the brainstorming and collaborating process. We realized the following:
- The functionality of searching was the focus of the overall experience.
- The key similarities between the two platforms were filtering projects by relevance and most recently added.
By identifying crucial similarities between both platforms, we were able to focus on the consistency of the experience between the two. When using either of these apps, users should feel as if they are an extension of the other. While designing this experience, the process from conception to development was as follows: Quick sketches - Feedback - Sketch updates - Wireframes - Psd's - Development.
The final version of the iPhone experience integrated well into Michaels existing app and made it easy for crafters to identify what they could make with what they had on hand. The iPad app allowed users to accomplish these same tasks, as well as to perform the additional functions specifically added for this platform.