Coda iOS

Mobile Music Writing -MVP
ROLE
Founding Designer
Research
UX/UI Design
Information Architecture
Prototyping/Animation
User Testing
STATUS
Personal project

Coda is the first app that prioritizes the writing process in digital music creation.

Problem

Despite incredible advances in modern music software, many musicians, songwriters, and artists struggle to finish pieces of music.

Hypothesis

DAWs and their mobile derivatives are based on analog studio gear designed for use by engineers.

For artists and musicians, the software we use isn't really made for us.

To accomodate for extremely technical functions is also to prioritize them. The combination of writing and recording stages comes at the expense of a prioritized tool for writing.
HMW
How might we capture the immediacy of a mobile device by prioritizing and streamlining essential features?
Design Principles
1.
Context Specific
Different devices are used differently, and not all functions are meant for mobile.
2.
What is the least thing it could be?
Would you actually choose to open a can with a swiss army knife?
Background

DAWs

Modern music software - digital audio workstations (DAWs) - have collapsed multiple creation stages into one function known as producing.
 
The more technically demanding recording functions inevitably dominate the space by way of screen real estate and linear workflows. 

Takeaway

Existing mobile music apps are a replica of desktop audio workstations (DAWs), which in turn replicate old analog studio setups. This tends to compress all stages of making music into a single technical process which is not beneficial for writing.

Research

Competitor Analysis

To illustrate the above issue and further investigate market competitors, I downloaded and tested each of these leading mobile music apps.

Competitors tend to fall into 2 main categories-

1) DAW Format -which is too complex to be useful in the mobile context.

2) Novely - Either not designed to stand alone, or not complex enough to be useful.

RESEARCH

Interviews

Using a method of Contextual Inquiry, I interviewed 4 SME's about their preferences, habits, and hangups with the music-making process.

I approach these interviews with a structured yet informal method best suited for an open-ended line of questioning into hard-to-quantify topics.

Criteria

  • All participants are SME's (subject matter experts) who have been writing and recording music a minimum of 15 years.
  • All participants view themselves as artists/writers FIRST, and engineers/producers SECOND.
  • All users have extensive experience with recording software.

Insights

  • All users capture initial ideas with iOS Voicenotes, and this is the extent of their mobile process.
  • The biggest challenge is finishing a piece of music.
  • Finishing is made more difficult by a constant influx of new ideas which need to be integrated and organized.
Research

Persona

Based on the information and perspectives gathered, I synthesized a persona for the broadest user base.

Jaime is is a digital native capable of intuiting most software, but shies away from extremely technical interactions. She is often frustrated by software that puts complexity at the forefront.

Design

Sketches & Wireframes

I began by sketching to get a general feel for the shape the product may take and distill possible functions and interactions down to necessity, followed by many iterations of wireframes.

DESIGN

Information Architecture

After the generation of many ideas and options, I recognized the need for a focused information logic to help bring the design into clearer organization and simplicity.

1.
Writing vs. Recording
To better define the problem, I analyzed the multiple objectives of the user. The process of making music can be divided into two major parts.
  • Writing is a messy, non-linear process of creating and revising ideas.
  • Recording is a linear and technical process working toward a finished product.
These differing natures can often be at odds with one another.

Envision building a house - with racks and racks of tools, machinery, materials, and top of the line equipment, but no blueprints.  This is the problem presented by DAWs.  The possibility of infinite and unlimited inspiration and potential exists, but in equal proportion of infinite missteps, dead-ends, and reversals.
Separating writing from recording.
2.

Function Map
The design centers around one main screen - the Project Screen.  All functionality is overlaid inside, made possible by a swipe bar containing additional features.
 
With the swipe bar, you can quickly change settings or enable recording without ever losing your place.  This helps conserve the feeling of simplicity and limits the amount of overall functions/buttons. 

Furthermore, a single screen provides the feel of a workstation and avoids the mistake many mobile programs make in having separate screens for every feature.

The Function Map illustrates the relation of features and screens.
3.

Task Flow - Recording
The recording flow is instantly accessible on start for quickly capturing ideas. After an initial download and setup, the recording-ready project screen will be the first to open.

Each necessary decision - record, redo, edit, or overdub - is configured as part of the flow instead of as separate buttons on the home screen.

The Recording Flow illustrates critical interaction points inside the recording feature which shape the design.
INTERACTION

Key Interactions Illustrated

Accomodating Sophisticated Functionality

How might we accommodate the technical functions of recording without prioritizing them? This question served to guide the design of several unique patterns that allow for full functionality without a maze of endless screens and setup.

1.

Single Screen Workspace
In order for the app to feel intuitive, I chose to avoid a maze of screens for each task. Each project has one main screen from where all interaction is based. This challenge of simplification is not just in appearance, but in using as few steps as possible to complete each necessary task.

2.

Track Appearance & Behaviors
It took many iterations to discover how best a track should be visually represented- in default state, collapsed, expanded, as a multi-track, during playback, and revealing the functionality of swiping.

3.

Command Swipe
The Command Bar swipe pattern conceals necessary utility functions while keeping them present and easily accessible, as opposed to buried in menus or on separate screens.

DESIGN

Branding

The look and feel is meant to be fun, familiar, approachable, simple, and effective. I began with a lot of design ideas, but things really began to click when I started creating waveform-inspired variations.

Early ideas
Waveform inspired logo
Final logo and brand colors.
DESIGN

UI & Final Screens

The visual representation of a design is crucial to the user's understanding of the product. For this MVP iteration, the design borrows and builds on the familiar patterns and language of iOS Voicenotes, the target user's go-to mobile solution.
INTERACTION

Prototype

I built a fully animated prototype for testing with my original SME interview subjects. I focused on illustrating the main recording flow as well as the unique patterns and behaviors to ensure the overall look, feel, and flow of the app were seamless.

View PrototypeView instructions
TESTING

Results

Three main questions guided the testing phase with users.
1) Does this app feel familiar and intuitive?
2) Do you see any obvious hindrances or pain points?
3) Could any function be improved in its visual representation?

Users quickly recognized the underlying logic of the app and were delighted by the way common problems in music software had been addressed.

Feature Revisions
Testing also helped confirm or exclude features from an mvp development, and each user had differing suggestions for additional features and behavior, a few of which are listed below.
Lyrics - excluded from beta
Most users want a lyric notation device. I chose to exclude this from the mvp design in favor of focusing on base functionality.
Multitrack - designed, but excluded from beta
Each user has a different writing process. Ideally, the multitrack functionality will accommodate the widest range of uses, but this is a feature that can easily overpower the original concept. Additional interviews are necessary to collect data and determine whether or not to include this feature and it's best representation.
Arrangment View - revise for beta
Some users were confused by the organization of the arrangement view and section tags. Additional work is necessary to build out section functionality.
Conclusion

Reflection

I most enjoyed the interview and testing of this product. Open dialogue with users is the quickest road to improvement, and I love validating innovative features with potential users.

The ultimate challenge of this project was simplification.  If you are familiar with recording software, you know how complicated and intimidating it can be.  Based on user feedback, I've designed a product that feels intuitive and approachable while retaining a sophisticated level of functionality.


Additional Personas
I plan to expand the potential user base by interviewing additional SME's in parallel specializations to create new personas.


Next Steps
As a founding designer I am working with a cross functional team that includes developers and marketing experts to create a full beta release and attract additional funding.  We are working toward a Summer 2022 Y - Combinator application.

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