Belkin International, Inc.

Soundform Audio

More consumers are using earbuds and headphones all throughout the day. How can we provide a high quality audio experience that caters to these needs?

My Goal

Design setup, control, and customization experiences for audio

Team

My UX team includes a UX manager, UI designer, copywriter, user researcher, and design program manager. I coordinate with 17 other teams to understand requirements and the domain and determine the best design solutions.

ROLE

UX Designer, Interim Manager

DATES

Sep 2020 - Present

Skills
Mobile
Hardware
UX Design
UBIQUITY OF AUDIO

We’re listening to audio all day every day

According to the 2020 Headphones Market Report, consumers are listening to audio via earbuds and headphones for more use cases all throughout the day, including:

  • Music
  • Workouts
  • Calls / meetings
  • Video streaming
  • Gaming
  • Voice assistants
  • Live translation
  • Podcasts and audiobooks

WIRELESS EARBUD EXPERIENCE

How might we enable wireless earbud users to have a high quality audio experience specific to their activity and preferences?

My project specifically focused on the experience for users of Belkin’s wireless earbuds. I worked with the UX team to investigate this space, users, competitors, and the industry.

These types of earbuds can have features such as:

  • Noise cancellation
  • Hear-through or transparency mode
  • Music playback
  • Equalizer adjustment
  • Button controls
  • Voice assistant activation
  • Auto-pausing

Methods & participants

To inform our designs, we interviewed users of these products, reviewed competitor examples, conducted card sorting and surveys, and user tested design concepts.

10

users interviewed

10

competitors reviewed

15

weeks of usability testing

57

participants in usability testing

105

card sorting participants

405

survey respondents

PERSONAS

Listeners vary from the casual listener to the audiophile

From interviews with 10 wireless earbud owners, analysis of competitor product reviews, and market research, we identified these different types of personas that use wireless earbuds.

Exerciser

“I wear these to the gym and basically get lost in my world and can focus on my workout without hearing anything around me.

Wants to get immersed in music. Needs a secure fit and to be aware of surrounding noise.

Collaborator

“I wear these to the gym and basically get lost in my world and can focus on my workout without hearing anything around me.

Wants to get immersed in music. Needs a secure fit and to be aware of surrounding noise.

Casual Listener

“I wear these to the gym and basically get lost in my world and can focus on my workout without hearing anything around me.

Wants to get immersed in music. Needs a secure fit and to be aware of surrounding noise.

Audio Enthusiast or Audiophile

“I wear these to the gym and basically get lost in my world and can focus on my workout without hearing anything around me.

Wants to get immersed in music. Needs a secure fit and to be aware of surrounding noise.

USER JOURNEY

With wireless earbuds, audio quality, fit, and battery life are the top priorities

These themes repeatedly came up as the top positives and negatives in competitor product reviews and user interviews.

We emphasized these to the cross-functional team and discussed ideas to improve these aspects of the experience:

  • High quality and customizable equalizer settings
  • Tips for getting the best fit (which ear tip size and how to place it)
  • A test for optimizing fit (assessing how good the seal is)
  • Minimizing battery life usage by keeping unnecessary features off
  • Clearly informing users about low battery

Journey map showing points of delight and frustration

TOUCHPOINTS

Users primarily interact with audio apps and the earbuds themselves on a daily basis

Other touchpoints include the website for purchase and support, the packaging and setup guide, and customer support. I consider each of these in the UX and provide recommendations and suggestions to the teams that work on these.

DESIGN PROCESS

Weekly sprints for designing setup, control, and customization experiences

With our understanding of the domain, users, and competitive landscape, we designed the experience for each step and touchpoint of the user journey.

HARDWARE & SOFTWARE UX

Hardware + software means double the teams!

For audio, additional hardware-related teams include product development management, firmware engineering, industrial design, electrical engineering, audio engineering, and package design and engineering.

These teams all have vital insight and influence on the product experience as well, and I collaborated with all of them regularly.

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