<strong>Federal Court of Australia</strong><br>Foundation UX Consultation, Analysis & Design

Federal Court of Australia
Foundation UX Consultation, Analysis & Design

The Digital Court Program is a major I.T. and infrastructure program being undertaken by the Federal Court of Australia. The target of the program is to transform the entire Australian Federal and Family court systems, moving them into the digital era by gradually eradicating the use of paper in the courtroom altogether. The program effects 4 seperate courts over 50 locations throughout Australia: Federal Court of Australia Family Court of Australia Federal Circuit Court Family Court of Western Australia This is looking to be achieved, by no easy means, through the enhancement of the existing bespoke 'Case Management System’ applications and the introduction of a highly customised off-the-shelf document management system built on OpenText - the 'Digital Court File'. The team consisted at it’s peak of around 50+ individuals on-site at the Federal Courts in Sydney's CBD working across a number of work steams and applications. Skillsets included but not exclusive to: Executive Team Program/ Project Managers and SCRUM Masters Infrastructure & Solution Architects Business Analysts User Experience Analysts Interface Designers Front-End Developers Back-End and Infrastructure Developers System Testers An agile development methodology was seen as the key to the success of the program, releasing usable features early to internal and external users to ease the transition from a physical to virtual court environment. All projects within the program ran synchronised 3 week sprints. The SCRUM teams consisted of 6-8 people, including team members from the above skillsets as well as subject matter experts playing a joint business analyst role. SCRUM ceremonies had to be well planned and synchronised in order for cross project team members to participate in all the sessions. User experience analysis, design and testing played a pivotal role in all aspects of the program. In the early stages of the program, the disciplines were seen by some of the executive team to be more on the aesthetic/ visual plane. However, they slowly came to understand the importance of the practices and methodologies behind the strategic, scoping, structural and skeletal planes of interface & experience design. One of the greatest achievements of the program from an experience design perspective was this transformation within the executive team to embrace the principles of user centric design. Not only did they see its benefits demonstrated on the ground in user sessions but they also saw the benefits of transferring our design methodology and thinking into other areas of the business such as their comms department. Responsibilities Personal responsibilities grew from a one man senior user experience design consultant to managing a 5 man integrated analysis, design, test and build SCRUM team. This inevitably saw the shift from a hands on delivery team member to a design team lead position managing 2 senior experience designers, a junior interface developer and a senior full-stack developer. The role also required liaising with other senior team members and reporting directly to executives. As a senior user experience design consultant, the initial focus was to work closely with key executives, senior stakeholders, subject matter experts and end-users to produce a comprehensive analysis document. The report set out to define the principles and guidelines that would be the foundation document for the rest of the 2–3 year program. In brief, it detailed key personas, pain points from one-on-one interviews with end-users and contextual analysis observations. The outputs of the initial analysis fed into the planning and facilitation of user workshops, feature analysis and prioritisation, experience mapping/ user journeys, rapid prototyping and user testing sessions. All the while, the foundations were being set for a lean design approach that could be repeated every 3 weeks to feed into an agile development team. Once this lean design structure had been put in place, personal responsibilities shifted to managing, maintaining, mentoring and reviewing/ allocating user stories to design team members across multiple project streams. It was a personal responsibility to make sure that quality remained high whilst managing a large backlog of stories and forward planning up to 9 weeks in advance. It become pivotal to the success of program for all streams and disciplines to have clarity and visibility of what was happening across all projects within the program. This made the role of stream leads an essential one as the effectiveness of cross stream pollination and communication became the pivot between success and failure. As a lead, solid relationships with SCRUM masters, program and project managers were the key to this success. DCP Program Structure In forthcoming case studies, other aspects of the program will be covered. In this study we’ll be focused on the foundation stage of the program that consisted of a 3 month foundation analysis. Foundation - CURRENT Case Management System Release 1 E-filing for Consent Orders Applications Case Management System Release 2 Digital Court File Release 1 E-filing for Other Online Applications Foundation Project Structure The foundation phase of the DCP for user experience followed the structure below: Business Goals & Alignment Definition of UX Principles & Guidelines One-on-One User Interviews User Group Workshops User Needs & Persona Creation Contextual Observations Feature Analysis & User Journeys Accessibility & Usability Analysis Gap AnalysisInitial Prototype Development Detailed in the case study below is a selection of the activities undertaken in the Foundation phase of the DCP.

<strong>Federal Court of Australia</strong><br>Task Manager UX Consultation, Analysis & Design

Federal Court of Australia
Task Manager UX Consultation, Analysis & Design

After the initial 3 month foundation analysis on the DCP – see here for more details – the teams attention moved to the first release; a task management system to be used by internal staff for reviewing applications sent into the courts. The structure of R1 of the DCP for UX followed the approach defined in the foundation phase of the program. Tasks were divided up into project and sprint tasks to allow for a leaner design approach. Project tasks were conducted a sprint and a half prior to the commencement of the first development sprint – sprint 0 – allowing four and a half weeks to conduct the following: Requirements Analysis One-on-One User Interviews & System Usability End-to-End High-Level Experience Mapping User Needs & Persona Analysis High-Level Analysis of Features & Current User Journeys User Group Workshops & Co-Design Sessions UI Options & Pattern Library Development The following sprint tasks were also included in sprint 0, targeting a smaller number of foundational stories, enabling the development team to start coding. These tasks were also repeated for each sprint thereafter: User Story Analysis Supported by Business Analysts Co-Design Sessions & Future State User Flows Low-Fi Prototyping & Initial User Testing Interactive Prototype Development & Wider Sprint Cycle User Testing UI Development Supported by Development Team SME & Product Owner Sign-Off Below are some examples of this methodology in use, documented in the analysis & design deliverable for R1.

<strong>Squire Lockmakers</strong><br>E-commerce UX Design & Technical Direction

Squire Lockmakers
E-commerce UX Design & Technical Direction

User experience, interface design and technical direction for heritage lockmakers Squire. With the long term plan to create a fully integrated e-commerce platform, careful planning and considerations for future features and functionality had to be taken in to account in the early stages of the project. Our client was also seeking technical direction as they did not have an in-house team so we also managed the technical side of the project, suggesting e-commerce frameworks and platforms as well as organising a development team.

<strong>Charity Platform</strong><br>InVision Interactive Prototype

Charity Platform
InVision Interactive Prototype

Competitor analysis, user experience & interface design, InVision interactive prototype and the production of a design specification document for an undisclosed charity aiming to provide a solution to the dilemma faced by individuals and families who rely on food banks. They aim to achieve this by providing a online platform whereby suppliers, sponsors and stakeholders can directly support the socially disadvantaged in our society; offering an e-commerce platform with easy ways to manage their money, helping them to feel more in control of their finances, and ultimately their lives.

<strong>YAS Island</strong><br>Experience Platform UX Analysis & Design

YAS Island
Experience Platform UX Analysis & Design

YAS Island is a short distance from Abu Dhabi and is a leading leisure, corporate and entertainment destination welcoming millions of visitors every year. We were commissioned to overhaul the digital experience for YAS Island, creating an immersive and interactive platform where users can easily explore and plan their next trip. There were many moving parts so project management and regular stakeholder meetings were vital and held on a daily basis.

<strong>Great Western Railway</strong><br>STEM Education Game

Great Western Railway
STEM Education Game

User flows, game logic, technical flows, wireframing, prototyping and user interface design for an educational game aimed at reinvigorating the participants love for rail travel. The game will be used in a classroom setting as well as be accessible at home via the website. The game needed to be playable on both tablet and desktop so considerations regarding interface legibility and interaction moments needed to be taken into account. As well as the core game structure, four independent game mechanics were also developed.

<strong>University College London</strong><br>Avatar Therapy MVP

University College London
Avatar Therapy MVP

A comprehensive 66 page design specification, documenting all user interface elements for an application to be used in a clinical trial. The specification document uses the atomic design system methodology; all interface elements are broken down into their component parts and then assembled firstly into modules (molecules) then into groups of modules (organisms) and finally into templates and page examples. Short interactive prototypes were also produced to demonstrate important points of user interaction.

<strong>Balmaha Brewing</strong><br>Bottle Lables and Web Design

Balmaha Brewing
Bottle Lables and Web Design

The Balmaha Brewing Company had secured land around Loch Lomond to build their new brewery. We were tasked with branding their lead ales, creating an emblem to tie them together as well a designing the site to showcase them on. The results took reference from the surrounding area and key landmarks as well as objects, possessions and artefacts related to the Balmaha Brewing Co. We commissioned Iain McIntosh (a local Glaswegian) to illustrate the labels. The final products can be viewed on their website.