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BitKit

Blah Blah Blah

 
 

I designed an app that helps stand-up comics record, organize, and refine their material.

 
 
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Background

Stand-up comedy is a process. For dedicated stand-up comics, live sets are the often the culmination of countless hours of rigorous preparation - of writing, editing, re-editing recording, workshopping, and meticulous note-taking. And while no two comics share the exact same approach to creating and developing material, there are common roadblocks that hamper these processes. For this project, I want to explore these problem areas, then design a viable, user-centered digital experience to help alleviate them. 

 
 
 

Challenge

Design an end-to-end IOS application that helps stand-up comics develop and refine their material. 

 
 
 

My Role

I served as lead designer, and was responsible for all phases of the design process, from research to implementation.

 
 
 
 
ResearchInterviews

Research

Interviews

StrategyPersonaEmpathy MapCustomer Journey MapStoryboardingUser Flow

Strategy

Persona

Empathy Map

Customer Journey Map

Storyboarding

User Flow

Interaction DesignWireframesPrototypesUsability Testing

Interaction Design

Wireframes

Prototypes

Usability Testing

UI DesignHiFi Mockups

UI Design

HiFi Mockups

 
 
 
 
Research

Research

 
 

For the research phase, I conducted interviews with eight stand-up comedians in the New York City area to gain insight into their creative processes and uncover any relevant pain points. (Full disclosure: I used to perform stand-up, so some of these comics I knew personally from my time performing, while others I was put in contact with by mutual acquaintances). 

The interviews took place at different comedy venues and open mics across the city, where, prior to asking questions, I watched the comics perform. This was an invaluable experience from a research perspective for two reasons: First, I was able to observe the comics in their environment, and therefore gain a first-hand impression of the ways in which they “work through” their material. Second, seeing their performances helped contextualize and ultimately enrich the information they provided in the interviews. 

 
 
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As the interviews proceeded, patterns began to emerge relating to the experiences comics had with file categorization and recording:

File categorization in voice memo apps doesn’t fit stand-up comedy’s component-based structure. 

One thing that almost all the comics agreed on was the critical role that audio recording plays in the practice of refining material. Comics generally record their sets on their phone with a voice memo app, then listen to the recordings to identify areas for improvement in their performance. But this practice gets undermined by the overly-simplistic categorization system seen in most voice memo apps, which doesn’t account for the complex, component-based structure of a comic’s material. Traditionally, a long-form stand-up performance constitutes a “set,” which is comprised of groups of jokes following a certain theme, known as “bits.” This set/bit delineation is crucial to how stand-ups structure and develop their jokes. But voice memo apps don’t support this important distinction, as they have no system for grouping recordings by type. So comics can technically only organize their material by set, while more granular components like bits need to be accessed by combing through set files for the specific section of audio making up the bit. Most of the comics I interviewed claimed that this was an imprecise and time-consuming process.

Listening to recorded sets can get tedious.

Many of the comics maintained that listening to the audio of their sets, while crucial to developing their material, can be incredibly tedious. Some cited the sheer frequency of listening to these recordings (as much as 3-4 times per day) while others blamed the incremental nature of developing material - in which bits are revised in tiny degrees - as getting dull over a period of time. 

 
 
 
Strategy

Strategy

 
 

After synthesizing the interview data, I created a primary persona representing stand-up comedians. It conveys at a high level the comic's experiences around organizing and developing material. 

 
 
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Next, I produced an empathy map to create a shared understanding of the persona's frustrations and needs. It casts flexibility with audio file categorization and variability in the performance review process as chief among the comic's goals. 

 
 
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In my customer journey map, I traced the comic’s joke-writing cycle from the original idea for the joke to the post-performance workshop. Presented in sequential story format, the journey helped deepen my empathy with the user as I envisioned his needs and frustrations in a realistic scenario.

 
 
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Based on the insights gained in the discovery phase, I decided to focus on designing a solution that would allow comics to categorize their recorded files with greater flexibility, as well as derive more value from the recording process. I went about this by sketching out as many ideas as possible, then converging on the strongest ideas to refine them further. These sketches were then incorporated into multiple storyboards to display the screen flow from start to finish. 

 
 
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Informed by the results of the storyboarding session, I decided to add two key features into the app’s initial designs:

  1. A dual file categorization system that enables comics to classify their recorded material by “sets” and “bits.” This would solve the problem of comics having to manually search through recorded sets to locate specific bits. 

  2. A data visualization section in the app that pulls data from a recorded performance and presents it to the user in the form of “graded” metrics. This would create a more dynamic, visually interesting experience to combat the “tedious” process of reviewing recorded performances. 

 
 
 

Using the storyboards for reference, I mapped out a user flow for TJ. The sequence illustrates how a comic would record a set, highlight a bit within that set, save the bit, then view the performance metrics of that bit. 

 
 
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Interaction Design

Interaction Design

 
 

With a provisional user flow established, I began putting the wireframes together. These initial designs emphasize:

  • A simple and intuitive audio recording interface

  • A clear hierarchy of information shown on the file elements

  • An easy-to-use tab pattern allowing users to sort between recorded sets and recorded bits

 
 
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Using these wireframes, I put together a low-fidelity prototype, which I tested on 5 different comics. During these user tests, I paid attention to the app’s performance with respect to usability heuristics, and to whether there were any points of friction in the user experience. 

 
 
 
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Using the the data synthesized from the first usability test, I created an affinity map to identify the experience's key successes, pain points, patterns, and proposed solutions.

 
 
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Based on the insights gathered from the affinity map, I chose to iterate on two key aspects of the app:

  1. Replace audio file folders with a "tagging" system, in which bits and sets can be grouped and sorted via tags . This would increase the user's flexibility in categorizing and organizing files, and enable users to access their material quicker and with greater efficiency.

  2. Include a number value on each file element indicating the percentage of audience laughter registered by the app during that bit or set. This value was already showing on the dashboard page, but many testers maintained they would benefit from having it presented on the main file page as well, saying it would help them more easily distinguish file elements from each other, and prioritize which bits or sets needed work.

 
 
 
UI Design

UI Design

 
 

With BitKit’s branding, I aimed to translate some of stand-up’s notable elements into a rich, distinctive visual aesthetic. For the color palette, I paired an ultra-dark blue with an electric yellow accent; the blue is a nod to the late-night gigs and barroom venues, while the yellow echoes the fun and vibrancy of a live show. The typeface, Circular Standard, gives the app a clean, modern look without sacrificing legibility. 

 
 
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Based on the feedback received in the first usability tests, I made the aforementioned iterations, and then, using the new branding as reference, designed the high-fidelity screens. 

 
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I conducted a second round of usability tests using the updated high-fidelity screens. The overall results showed a marked increase in the app’s basic usability, with the new tagging functionality enhancing the user’s categorization and organization capabilities. Furthermore, users were pleased with the addition of the percentage values to the file elements, citing ease in file findability and visual appeal among its benefits. 

 
 
 
 

Reflection

Stand-up comedy is a maverick art form. Despite being adored and practiced by many, it maintains the distinct impression of being fringe, in a class of its own. This might explain why there are no digital platforms on the market that are designed specifically for stand-up comics. 

BitKit looks to change that. With an interface that accommodates stand-up’s component-based structure, optimizes organization, and gives comics an infographic play-by-play of their performances, the app not only minimizes some of the core pain points around the creative process, but also acts as a handy, engaging resource for stand-ups to hone their skills. 

 
 

Next Steps

Going forward, I'd like to focus on developing two aspects of BitKit's user experience. First, an awards feature that would add a fun, competitive element to the app, and ideally drive user engagement. Second, a distinctive comedic voice to strengthen user recognition of BitKit's brand.