Learning points from New York Times App Redesign

Link to case study: https://uxdesign.cc/the-new-york-times-timely-app-concept-27efe88e5d4b

In the redesign of the New York Times App, the design thinking process was thoroughly followed

First the problem was clearly stated - "New York Times loses the love of users". Clearly stating the problems sets the stage for proffering a solution.

Possible causes of the problems we're also stated. Although the case study is for a redesign, it can also be applied to new projects.

Before any design is started, there must be a clear understanding of the problem at hand and this can only be achieved through user research. Potential causes can be identified using root-cause questioning (asking why until you identify the root cause of the problem)

Thus, the importance of research in design.

The project goal is also stated. This gives the designers sort of an objective to fulfill. Until this goals are achieved, the problem is not yet solved.

After identifying the problems, possible causes and goals for the project, a proposal was made indicating what could be done to profer solution:

"we will add a subtle and useful feature to that landing page called Timely. That will enable the user to receive notifications at opportune moments throughout a busy day: at breakfast, commute, before a meeting, during a coffee break or right before bed. These notifications will assist the user to open Timely and access articles. It will take only a short time to read. Most importantly, the articles are catered to each user based on their interests and habits."

Onto the design process

More research is done. Habits of young people were researched so that the solution would fit into their life. Questions such as: how do people check news currently? when do they use their mobile phones? were asked.

This all forms part of the Empathize state of the design thinking process as solutions can't be created without the designers actually putting themselves in the used shoes.

The target audience was also defined so there is a streamlined set of people the solution must work for.

Research when conducted must be documented as done in the case study. Insights were gathered, reports were created. All of this informed the design principles that was chosen - seamless integration, simple, polite. These design principles when examined fits the target audience and addresses the cause of the problem

Rounding off the empathize stage, empathy maps were created and then User Journeys too.

For ideation, about 15 concepts to solve the problems we're generated and tested.

In the ideation phase no concept is discarded until they have been tried and proven not useful. In this stage, possible design solutions are thought of and brought to the table to be properly judged using the research insights as standard.

Storyboards were created to give a proper understanding of the kind of scenario where the problem could occur and how the proposed solutions could fit it

Critic session was also held to perfect ideas generated. This is required before wireframes are created. After wireframes prototypes we're generated for actual testing of the design.

At the end of the design thinking process, conclusions and learning points are stated.