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Cozmo Mobile App

 

Cozmo App Overhaul

How might we help users discover all of Cozmo’s capabilities through the mobile app?

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Background

This is Cozmo. He can, among other things:

  • express emotions charmingly; he celebrates a win and pouts when he loses

  • autonomously path-plan and amuse himself

  • play games adversarially against human users

His “brains” live on his accompanying mobile app, and the primary target user is a child between the age of 7 and 12.

I was responsible for all UX design efforts on the Cozmo product line.

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Background

The Cozmo team was tasked with an app overhaul to improve customer satisfaction before and during the holiday season, which is when the bulk of sales happen.

Our redesign results:

  • Amazon product rating increased across all markets. Ratings in Germany, our weakest market, grew from 3.1 to 4.1 out of 5 stars.

  • During Black Friday week, we sold 40% more units than above forecast, so much so that marketing moved up sales targets. Overall, we sold an extra 50,000 units above the original forecast.

 
 

 
 

Digging Into the Problem

Discoverability Challenges:

Robot-side, because Cozmo is semi-autonomous, sometimes users had trouble understanding when they had control, when Cozmo had control, what Cozmo was doing at any given moment, and what he wanted them to do.

Based on the home screen, users didn’t feel that there was much content

Based on the home screen, users didn’t feel that there was much content

App-side, users weren’t accessing and engaging with a lot of content because they either didn’t understand how to unlock the content through the game mechanics, or weren’t compelled to.

 
 

 
 

Design Challenge: Improve Discoverability

We introduced a “Cozmo’s Free Time” feature to highlight his autonomy

We introduced a “Cozmo’s Free Time” feature to highlight his autonomy

We had a few ideas for discoverability:

  1. Create a new “autonomous” mode where users let Cozmo roam free yet understand exactly what he is doing. Details on the design process are here

  2. Improve onboarding so users grasp human-robot-Cube interaction, app navigation, and game mechanics

  3. Reinforce onboarding concepts through design on individual pages

  4. Restructure and redesign the home screen so that features are easily accessible in a carousel

Successfully onboarding the user during the very first play session involves teaching the user to use and troubleshoot not only the robot, but the accompanying app, the robot’s Cubes, and the user’s physical environment

Successfully onboarding the user during the very first play session involves teaching the user to use and troubleshoot not only the robot, but the accompanying app, the robot’s Cubes, and the user’s physical environment

 
 

 
 

Home Screen Explorations

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Play-testing Findings

A small sample of kids that played with Cozmo and gave feedback

A small sample of kids that played with Cozmo and gave feedback

Over the course of about 2 months’ worth of iterative testing iterations of the app redesign with 40+ kids, we found that:

  • Kids are very comfortable with scrolling and could find all of the content

  • Kids felt that there were “so many things to do with Cozmo”

  • Most kids had an “aha!” moment when they realized Cozmo’s Free Time showed them what Cozmo was seeing, and perceived Cozmo to be more high-tech

 
 

 
 

Final App Design: Before and After

Home Screen: Before

Home Screen: Before

Home Screen: After

Home Screen: After

  • We de-emphasized the meters

  • Kids were comfortable with carousel navigation

  • Kids are extremely literal when interpreting visuals, so we used very non-abstract titles and imagery

 
Games & Tricks: Before

Games & Tricks: Before

Games: After

Games: After

  • We separated Games and Tricks to reduce confusion

  • We locked Mini Games until users played one of the Main Games, where we provided video instructions on Cube placement, to reduce failure with Cubes

  • We added the “Play” meter to this view to reinforce that playing games fills the “Play” meter

 
Feed: Before

Feed: Before

Feed: After

Feed: After

  • Because users were often confused about how vigorously to shake a Cube, we made the hand-holding-Cube illustration in step 2 animate at about the speed that a user was supposed to shake the Cube

  • We placed a progress bar in step 2

 
Onboarding: Before

Onboarding: Before

Onboarding: After

Onboarding: After

 

Below is an app-walk through of the features that were changed in the app overhaul.

 
 
 
 

 
 

Project Impact & Learnings

After we shipped the app redesign, analytics from the holiday season product usage showed that:

  • Our Amazon product rating increased across all markets.

  • During Black Friday week, we sold 40% more units than above forecast. Overall, we sold about 50,000 units above the original forecast.

 

For the design processes of the 2 major features mentioned earlier, please see: Cozmo Performs and Cozmo’s Free Time.

See the Cozmo Performs project

See the Cozmo Performs project

See the Cozmo’s Free Time project

See the Cozmo’s Free Time project