Part 4 of the design process

Testing on real users

With an initial prototype finished it's time to test it on real users for authentic feedback

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The test plan

How, why and what to test

With extremely limited time only superficial tests were conducted with friends. Their feedback however did change the designs somewhat and solidified the direction. No matter how unrealised an idea, feedback can help to prove or kill.

Data collected during testing


Were they natural interested in the aesthetics and use case?

Design Bugs

Were there any details in the UI that were unintelligible

Ease of use

In the app experience, were the next steps logical and intuitive


In a few cases I showed two alternatives for the UI and let them decide which was best.

What users said about it

"I like how the page belongs to the artist, couldn't tell it was Shazam"

Nikki Anderton, Shazam user

"Should the shuffle button be number one action on the page?"

Kaspar Iskjær, Shazam user

"Love the animations and movement, could do with more."

Drew Jackson, Shazam user


Add a bit of Shazam back

Removing Shazam brand to cater for artists is good idea, but adding the logo back in claims it for Shazam.

Interaction animations

Animations to hint at interaction would be a good idea to promote exploration. Especially the tabs.

Reshuffle primary CTAs?

Perhaps the shuffle button should replace the Follow button as the primary CTA due to it's uniqueness and alignment with Shazam ethos.

Up next

Part 5 of the design process: Apply a visual aesthetic

Using the conclusions of testing to improve the app through visual design consolidation