Unify Mobile - 2015
In 2015 I was designing user experiences for Cleo Communications. My first project was the mobile version of its “on-premise” enterprise file sharing application, Unify. Packaged together with Trust (Cleo’s secure e-mail solution), Unify marked Cleo’s debut in the then-popular EFSS (Enterprise File Sync and Share) space alongside more-established players like Box and DropBox. Unify’s differentiator was security. Because it was an on-prem install, your files were presumably safer behind your firewall. Unify Mobile was intended to add access and convenience for new and existing Unify users and to perhaps dispel any perceived stigma around its on-prem roots.
When I joined Cleo Communications in the winter of 2014, work on Unify Mobile was well underway. Development and visual design had each been separately offshored to competent contractors but the project was not materializing into a viable product. The front and back ends were not connecting to facilitate user goals. And prospective customers were growing impatient.
I assessed that not enough research or strategy had preceded design and implementation. Dev was in Scotland, making agile tricky and Lean UX impossible. So I back-filled research and strategy in the course of making specific change requests. Which meant, for example, my analysis reports would recommended fixes. And my new content model would overlay my wireframes.
Here's how I bridged the gap and helped make our release date.
UX Design I rendered for this project:
Information Architecture (IA)
My new content models contextualized old and new workflows. Most screens in this low-res wireframe already existed.
This heuristic evaluation included specific, actionable change requests because implementation had commenced.
Interaction Design (IxD)
Once the overall structure of the app was settled, I produced high-res wireframes like this to hone each workflow.
When you do your analysis properly, the ideas start flowing. Most of my recommended changes went to code.