Talkping

SERVICE DESIGN · UXUI DESIGN · MOBILE

Overview

Talkping is a word that combines TALK and TOPPING. It is an application that allows you to choose the appropriate answer when having conversation with diverse generations.
Modern people who talk all day long through smartphone messengers often misunderstand each other's words online and sometimes the conversation is blocked.

My Role & Contributions

  • Conceptualize and design new product features and enhancements that align with top priorities.
  • Conceptualized new user behaviors through storyboards and user journey maps.
  • Designed wireframes and interactive mockups.
  • Pitched the design solution and produced a product concept video.

Project Type

UX service design
Brand design

Tools

Sketch
Adobe XD
Illustrator
After Effects

Duration

6 months

Team

Yujin Song
Hannah Kim

ABOUT MEDIPAL

Talkping app is a conversation interpretation service for people who want to improve generation gap. It interprets misleading conversations and suggests solutions to help smooth the conversation.

PROBLEM

Disconnection between family members

Modern Korean society is changing very quickly, and the faster the change rate, the more significant the generation gap according to the difference in adaptation.  Due to this generation gap, there is a lack of empathy, one-sided communication among parents, and time for family conversation.

CHALLENGE
How might we improve communication of the
generation gap by interpreting conversation?

DISCOVER

BACKGROUND

In Korea, There is a situation where people's interest for communication with family in some media and TV programs increased.There were quite a lot of news and articles about communication with family at this time.There was a social issue because we didn't communicate with close friends and family.
*Definition of SikGu : SikGu : Sino-Korean word from 食口, from 食 (eat, meal, food) + 口 (mouth) = Meaning of Family member

RESEARCH

To understand the communication issue, I searched for similar apps’ social features and usability and how we can improve this experience and conducted a survey of parents and their sons and daughters.
Competitor analysis
We researched and analyzed different applications based on communication, and conducted competitor analysis of 3 apps which were Naver band, commento, and Gangnam sister. We hoped to better understand the market and identify the value proposition.
Quantitative Research
We collected quantitative information to validate my findings by creating a survey and asked other school students to participate in our survey.
User Interview
We also conducted a user interview of college students. We asked about the user's difficulties with their parents and how they solved the barrier between their relationship with their parents and partner.
RESULTS
After desk research and analyzing the user survey, we noticed that The biggest problem was the lack of empathy between the family members because they could not understand each word they were saying.
Generation
Gap
Smartphone
Use
Parental unilateral
communication
Lack of
Family Talking
Lack of
Empathy
USER INTERVIEW FINDINGS

INSIGHTS

In summary, modern Korean society is changing very quickly, and the faster the change rate, the more significant the generation gap is according to the difference in adaptation. After researching, we noticed that The biggest problem was the lack of empathy between the family members because they could not understand each word they were saying. After all, they knew the need for dialogue but did not understand each other.

DEFINE

Personas
Based on the user interviews and insights, we created two primary personas based on insights from research. One user is a young job seeker with a conflict with her parents, and the other is a Mother who has a son going to junior high school. Both point out that they could not understand each word they were saying.
User Journey map
User journey was mapped to better understand the users’ journey and discover specific points that can be improved for a better user experience. Both personas wanted to feel empathy for each other.
User Scenario
Based on the User persona and Journey map, We created a storyboard and presented it to four users to check if our solution appealed to them.
Persona 1
Persona 2
PROJECT GOAL
Communication with modern people: Korean society changes very quickly. Every day, people lack understanding of each other as online communication increases and offline communication decreases. The faster the speed of change, the more online communication increases.This tendency led to a misunderstanding of communication. We propose a new service to address this.
CONNECT
SEAMLESS
 COMMUNICATION

SOLUTION

We completed conversations appropriate for various situations through each other's conversation toppings. It is a conversation recipe app that can be referred to in any case or mood while tasting and learning the completed conversation through toppings.

DESIGN CONCEPT
Talk (conversation) + Topping = Complete your own conversation according to the situation.
SIMPLE
keeping it simple
Seek easy-to-use usability
EMOTIONAL
Provide emotional experiences that fit the user's emotions and situations
HUMOROUS
Using witty animal characters,
It adds an element of fun.

IDEATE

Information Architecture
We built information architecture with three main themes, Family, Relationship, and business dashboard. We included the Relationship and business themes to expand the targets and solve the communication problem from different perspectives.
Wireframe
With these research findings, I came up with 3 different scenarios and task flows that seek to improve the user experience on the app. I conducted user testing with the low fidelity wireframes to gather feedback and validate the designs.

DELIVER

DESIGN

I created a style guide based on the current offerup color system and maintained the fonts they used.
LOGO
Using a round curved shape reminiscent of a speech balloon and chopsticks, we completed a curved topping logo. The Logo resembles that we are grabbing the conversation with our chopsticks and adding it like a topping.
TYPOGRAPHY
We used two types of fonts, Korean and English. For Korean fonts we used Noto Sans, and for Enlight fonts we selected Helvetica Neue.
COLOR
In order to represent various topics of communication, the Red symbolized lovers, the Violet was set as business, and the Blue was set as family.
FINAL DESIGN

FINAL OUTPUT

HIGH FIDELITY DESIGN

    TAKEAWAYS

    What I learned
    Since this was the first project for UX design, I enjoyed working as a team, however I also faced many challenges working as a team, and I learned a lot about the UX design process and how it works.
    Next Steps
    Since this was a Graduation project, we did not have time to conduct user testing for our final prototype. If time allowed, I would love to test the prototype with a lot of people with explaining how this application works.
    Additionally, I would build additional elements for teens to young adults to interact with their patients. This would help their conversation move on and not get cut. Also I would like to create an actual emoji and translation guide booklet for users.
    OVERVIEW
    DISCOVER
    DEFINE
    IDEATE
    DELIVER
    TAKEAWAYS
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