Bonfire OS 7.0

Bonfire OS is the built-in operating system for JMGO projectors. Previously called Luna OS, it was officially renamed Bonfire OS in mid-2022. The release of Bonfire 7.0 is designed to enhance the user experience of version 6.0.

Smart Hardware
UX design
MVP
Version Update

Overview

Timeline

2023/5 - 2023/10

My Role

UX designer

Responsibility

IA, User Flows, Wireframes, Prototypes, Usability Testing

Objective

Reorganize and strengthen the Bonfire OS product architecture, enhance system scalability, and address issues with user interaction and visual inconsistency.

Role & Deliverables

For this update, I worked with two product managers, three UI designers, and teams from development, user research, and operations. My main responsibilities included the information architecture, user flows, wireframes, user testing, and design system guidelines.

Challenges

The goal was to launch the new system with our new short-throw projector, requiring us to deliver the MVP within six months. With only one UX designer, prioritizing tasks and meeting deadlines was a major challenge.

Outcome

Due to hardware issues, the new system was launched in December along with the new product. And user satisfaction increased from 3.8 to 4.1.

Background

The 6.0 Spatial Version modified the previous version's information architecture and interaction interface. While it improved users' ability to explore various spaces, the depth of content in each space was insufficient to retain users, and the spatial structure made interactions difficult. Additionally, many functional modules were not included in the 6.0 update, leaving the Bonfire OS experience incomplete.

Problem

Why did we do this?

Depth of experience

In version 6.0, the depth of experience in each space was insufficient to retain users, with daily active user sessions lasting less than 10 minutes on average.

Usability

The five-layer spatial structure and the entry and exit interactions made the system difficult for users to navigate.

Scalability

Overly concrete, realistic, or skeuomorphic concepts limited the scalability of the experience and functionality, causing issues for long-term user engagement.

Goals & Challenges

Goal (MVP)

Reorganize and strengthen the Bonfire OS product architecture, enhance system scalability, and address usability and visual inconsistency issues.

New architecture

Extend from spatial to first-person perspective; global navigation bar; simplified primary scene jumping.

New interaction

Implement home interaction aligned with the directional pad on the remote control; establish relational interactions.

New visual

Visual consistency; design system

Challenges

1. The goal was to launch the new system with our new short-throw projector, requiring us to deliver the MVP within six months. With only one UX designer, prioritizing tasks and meeting deadlines was a major challenge.

2. In addition to optimizing the user experience of the system itself, we also need to consider the requirements coming from the hardware department to ensure a comprehensive product experience for new products and features.

Progress

Design Sprints

We conducted three design sprints in total, working with the entire team to understand the issues, brainstorm various solutions, evaluate feasibility, and have users validate our ideas. The purpose of the design sprints was to quickly align the team with our goals and rapidly validate ideas in the early stages.

Design Principles

Here are the design principles defined by my team and me for the new version. These principles help us stay focused when facing challenges and making decisions.

Efficient

Provide users with the correct and important information at the right time and context, along with a clear interface, enabling them to efficiently achieve their goals.

Consistent

Enhance interface and interaction consistency to reduce user errors and improve the overall user experience.

Simple

Simplify navigation and information hierarchy, keeping interaction within seven steps per process to reduce cognitive load. Visually, eliminate unnecessary animations and explore light interactions and micro-interactions.

Design (MVP)

New navigation mode: Cross interaction

Simplify main scene transitions and ensure seamless vertical transitions.

Compared to version 6.0, which required switching back and forth between five spaces, in the new version, we aim to reduce users' cognitive load and operational cost. Based on user behavior, we divided high-frequency functions into three main scenes: Home, Viewing, and Music. The Home scene includes the "Experience" section at the top and "Applications" at the bottom. To the left of the Home is "Music," and to the right is "Viewing." This way, users can access the most frequently used services on the same interaction layer.

💡 Why we chose this home page design

1. User Perspective: Imagine users turning on their home projector only to be greeted by a screen full of ads, with tools that can be better utilized on other devices. This would more likely prompt users to turn off the projector.

2. Highlighting Uniqueness: As we continue to develop, choosing to create an inviting atmosphere with a simpler initial screen enhances our innovative essence and uniqueness.

3. Design Challenges: Beyond creating an atmosphere, we need to consider factors such as understandability, convenience, usability, and commercialization. We aim to infuse passive atmosphere creation with valuable proactive behaviors in a fitting and clever manner.

This seemingly simple four-direction interaction posed challenges in the design process.

Challenge 1: Inconsistent Up and Down vs. Left and Right interactions

Problem:

For the home page's up, down, left, and right interactions, we defined the top and bottom as part of the home page, allowing direct access to applications with the up or down buttons on the remote. However, the left and right sides were designated for Music and Movie, more purpose-driven scenes. To avoid accidental entries and high transition costs, pressing left or right required a secondary confirmation. However, in user testing, users did not understand the inconsistency in interactions.

Solution:

After identifying the issue, we made the up, down, left, and right interactions consistent and conducted longer user tests. Although users found the consistent interactions easier to understand, the likelihood of accidental entries increased. Therefore, based on our product positioning and error prevention principles, we decided to retain the original design.

Challenge 2: Muscle memory is not applicable in every scenario

Problem:

We defined that when users exit Music or Movie, pressing the back button highlights the home button, requiring OK or left/right keys to return home. However, in user testing, over half the users preferred pressing the back button twice to return home, believing it required less finger movement and better supported muscle memory.

Solution:

After the first user test, we changed the interaction to return to the home page with two presses of the back button. While more intuitive, we questioned if ease of use was most important when exiting an app. We identified two scenarios: "accidental activation" and "clear user intent." For "accidental activation," we provide more return paths. For "clear user intent," we avoid too many paths. Thus, we reverted to the original design.

Global Navigation Bar: Different Levels, Same Convenience

Definition

The global navigation bar helps users quickly switch between different applications and instantly access important and frequently used functions.

Value

Guidance: Provide timely direction when users feel lost or unsure of where to go.
Path Shortening: Help users reduce unnecessary actions and lengthy page transitions.
Access Records: Allow users to easily find recently used services and applications.

Primary Issues Addressed

Reducing Unnecessary User Actions: Minimize the number of steps and cognitive load involved in navigating and switching between applications.

Example

In OS 6.0, if a user is in a space or application other than the "Living Room," it requires six or more actions to find the desired application. Additionally, OS 6.0 lacks a "Recently Used" applications feature.

Interactive Vista: The Light and shadow brought by the digital bonfire

Design concept for interactive Visia based on time framework

1. Time: Based on early user feedback about rhythm space and navigation, we revisited the essence of "all-time" companionship and decided to use "time" as the underlying framework of the system.

2. Light: The digital bonfire is a keyword closely tied to the projector's use scenario and is ownable. Thus, in our visual design, we used the "light" brought by the digital bonfire as another design element.

3. Design Principles: The extended design concept allows for visual changes and atmosphere creation that vary throughout the day.

Interaction design guidelines and definitions

In the past, multiple decision layers, team changes, and insufficient time to communicate content structure and interaction principles, along with agile development split into multiple workflows, led to a lack of the right people, experience, and mechanisms to integrate the system.

We believe clear interaction and visual guidelines help users understand the product, reduce anxiety, and increase enjoyment. For the team, these guidelines create a common language for product managers, designers, and engineers, reducing communication costs and development difficulties.

Other delieverables

Rhythm Space

Why Does Rhythm Space Need Redesigning?

No home page design; users unclear about the value.

OS 6.0

OS 7.0 - Clear copy and functional entry points, removing noise.

High user learning curve reduces desire to use.

OS 6.0 - Too many settings confuse users.

OS 7.0 - Users only need to set the time before each use, minimizing the learning curve.

Not all services require alarm reminders.

OS 6.0 - We allow users to set alarm schedules for all services.

OS 7.0 - We only allow users to set wake-up and sleep alarms.

Help Center

In the previous system, functionalities such as "Help," "Device Tips," and "Accessories" were dispersed across multiple locations, resulting in high cognitive load for users and an increased workload for customer service. To streamline this, we integrated these features into a centralized Help Center in the new system, enabling users to efficiently access solutions and support when needed.

Reflection

1. Fulfill the foundational needs before pursuing innovation.

Throughout the 7.0 redesign process, we concentrated heavily on innovation, yet we neglected to enhance the fundamental user experience. Users prioritize aspects such as screen brightness, shape, and projector speed. Before advancing innovation, it is crucial to first address and improve these core functionalities..

2. Proactively engages stakeholders early in the process.

The redesign delay was mainly due to the team not involving stakeholders early and lacking consistent communication. This led to discovering a gap between stakeholder expectations and deliverables later in the project. We learned the importance of early stakeholder engagement and adjusting communication frequency to align on project goals and progress.

3. User-centered design is not simply about following user opinions.

User testing often reveals differences between user feedback and our design intentions. This doesn't mean users are always right or our design is wrong. It’s crucial to align the product’s positioning with user needs and anticipate aspects users may overlook.

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