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Three screens with the Spotify Memory Museum feature
Spotify Memory Museum
A Figma project about UI, music and nostalgia
✶ UI/UX
✶ Design Systems
✶ Figma
✶ User Testing
✶ Solo Project
Date
‍
Fall 2023

Medium
‍
High Fidelity Figma Prototype

Tools
Figma,
Paper Prototyping,
Procreate
‍
Relevant Links
‍Figma Prototype, Project Documentation
Overview

In an age where AI is mindlessly slapped into every app (I'm looking at you, Snapchat AI), and technology has begun to push people away from real, human interactions, I wanted to do something different for this UI/UX project. To me, UI/UX Design is about creating a symbiotic relationship between humans and technology, a discipline that brings us together in the pursuit of something better.

So when I was challenged to create a new feature for Spotify that would encourage social interactions on the app, I decided to create something that challenged the bounds of user interactions and curated a one-of-a-kind user experience.
‍
Designed  for my Interaction Design Principles class at Northeastern University (FA23). Created under the mentorship of Professor Sofie Hodara.

Research
How can you possibly socialise on Spotify???

Vinyl. Boomboxes. Walkmen. CD players. MP3 players. Napster. Pandora. YouTube. SoundCloud. iTunes. Spotify. Spotify has  synthesized some of the key aspects spanning decades of listening to music into one service, where users can find, organize, and listen to music (or other audio) they love; discover new music; and share their listening inclinations with friends and the general public. One thing it doesn’t highlight: the social aspect of listening to music.

And what even is a social feature, when it comes to a music-streaming platform like Spotify? To start this project, I began by researching what "social features" already exist on the platform. I identified 4 core features:

  • Making shared playlists with others
  • Viewing profiles and adding friends
  • Starting a Jam and listening to music in real time
  • Creating blends and other special playlists curated by Spotify

The next step was to conduct user interviews. In order to analyse the value of social features in terms of user experience, I grouped up with a few of my classmates and interviewed 4 different candidates, each with different backgrounds and app preferences. These user interviews helped me gain initial insight into what users want, and their bright points and pain points with existing social applications. I also understood how various users use Spotify and other music streaming services.

This helped me define what "social" meant in the context of music and Spotify: Connecting with people who you can’t physically be around through music.
Have you ever been transported back in time?
As I conducted my research and spoke to my interview candidate (who just so happened to be my childhood best friend), it made me think about the ways in which music and Spotify had made an impact on my own social network and relationships.

I realised that music holds a very strong place in my life. I've made some of my closest friends by sharing music with them. My hometown friend group bonded in highschool when we all discovered BTS in 2018. When I left my hometown for college, I made a playlist for my best friend which I still listen to every time I'm missing home.

And it's not just me; it turns out, nostalgia has been a key factor of current trends:

In 2020, Spotify's app downloads increased by 21% in December because of the new Spotify Wrapped feature

50% of Gen Z feels nostalgic for past eras and older forms of media

Even in fashion, Y2K and 90s styles have been trending again on runways and TikTok alike

Apps like BeReal and Lapse have been gaining popularity for their features that mimic old media like polaroids

According to a survey conducted by Spotify in 2018, music is the #1 source of nostalgia
This made me realise how strong the power of nostalgia can be, especially when it comes to music. Have you ever been transported back in time when you heard a song playing on the radio? Back to your first date, your grandparents' home, a once-beloved TV show? This realisation helped me shape a question: How might we use social features on Spotify to evoke nostalgia by utilizing the memories that people associate with their music?

I started fleshing out a detailed user persona that would guide my design choices when I began storyboarding and wireframing.

Ideation

The next step was to start ideating how to tackle the How Might We question. I used sticky notes to start rapid-firing ideas and picked out 6 of the best ones. From these, I chose 2 to further expand on by drawing up some basic storyboards and wireframes.

Idea #1: Memory Box

Spotify users can make personal or shared Memory Boxes where they can post photos/thoughts like a diary and every month/season Spotify will notify them of a recap with the posted content as well as their listening history that month, to remind them of their memories! Users can also heart (favourite) a Memory Box and see an archive of past Memory Boxes almost like a capsule of the past when they feel nostalgic

Idea #2: Memory Museum

Spotify can create an in-person and digital experience through a pop-up shop or a Museum with exhibits of iconic music over the years in forms of vinyl records, cassette tapes and listening booths. Each section would have a QR code that visitors can scan that is connected to the app where they can comment on the song and how it evokes memories for them. They can also see other users’ memories and comments.

Prototyping & Testing

I decided to pick Idea #2 because it was more unique and impactful. I started designing simple paper prototypes so that I could study user behaviours and iron out the UI of my application.

After collecting all the feedback from my user testers, I began working in Figma and developed a low fidelity prototype. This prototype was also user-tested and I incorporated all the feedback into my revisions.

Two key pieces of feedback were:


User #1: The process was much smoother with the arrow icon in place. The bigger “Edit” and “Share” icons also helped. This user completed the task quickly and efficiently.

‍User #2 : Recognised the sections easily, and was able to complete the task easily. Said that the submit button on the keyboard wasn’t too obvious, because in some apps it’s just the return button.
Final Prototype

After getting feedback from user testers and classmates about the low fidelity prototypes, I created high fidelity prototypes on Figma to create a better version of my idea for this project. The project was then presented in class, and I received helpful feedback. I was also able to create an immersive experience in class where other classmates could interact with my prototype much in the way users were intended to interact with the final product.

Highlighted Features
In-class Immersive Experience

Here are the 3 mock "Museum Signs" I designed for the immersive experience during critique in my class. I printed and put up these signs so that my classmates and professor could interact with my app in a way beyond the screens of their phone.

Reflection
What did I learn?

This project taught me how to create a feature that drew inspiration from and satisfied the needs of users. By placing users at the core of my ideation process, I was able to hone my human-centric design skills. This helped me create the frameworks for an interesting and interactive experience. This project allowed me to creatively play with the concept of what “social” features on digital platforms could look like.

It was interesting to combine a digital experience with tangible items like QR codes on printed “exhibits”. This allowed me to explore creating interactions within the prototype on Figma, but also within the classroom where I was presenting my work! I was able to brush up on my user-testing and wireframing skills as well, through the iterative process of building prototypes.

Some of my key learnings were:

  • Placing my prototype within the context of a phone screen made me think about the relationship between different elements on the screen, and pushed me to find simple ways to nudge users towards interacting with these elements on their screen.
  • Since phone screens are relatively small, I learnt how to effectively use space, work with symbols and icons as signifiers and use simple taskflows in order to make the interaction as smooth and error-free as possible.
So what are the next steps?

I think the concept overall was pretty successful; it was very exciting to watch my classmates interact with my printed exhibits and then navigate the prototype. It showed me that the combination of a digital and physical experience was exciting for users. I also think the idea of using a social feature where users can connect through shared memories associated with music was interesting, because it is an ode to the very human aspects of enjoying art and music.

The major areas of improvement would be:

  • Fine-tuning the wireframes and populating the Memory Museum feed with more music categories.
  • Figuring out where this Memory Museum feature could live on Spotify post its release; maybe famous songs could have an icon that would help users access this feature and gain a new understanding of the song’s relevance and history.
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