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Spotify Music App Name of the student Student ID Author note
Executive summary This assignment is consisting of design thinking approach of spotify, and the process of redesign of the product protype. The assignment also describes about the background research to elicit unmet user needs.
Introduction ................................................................................................................................ 4 Product prototype ....................................................................................................................... 5 Design thinking approach ........................................................................................................... 6 Conclusion ................................................................................................................................ 15 Reference .................................................................................................................................. 17
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Introduction Spotify Technology S.A is a holding company headquartered in Luxembourg owned by the Swedish audio and video content company Spotify AB, founded by Daniel Ek in 2006. Has branches across 17 countries, Spotify has its headquarters in Stockholm, Sweden. As of December 2020, it is one of the leading providers of music streaming content worldwide, with more than345 million monthly users, with 155 million paid subscriptions. Spotify provides streaming copyrights from recording labels and publishing firms with restricted licensed music and podcasts from over 70 million tracks (Eriksson et al. 2019). Basic capabilities such as offline audio listening and commercial free listening are free of charge with paying subscriptions as a freemium service with advertising and selective monitoring. Users can browse and build, edit and upload playlists based on artist, song, or genre. Spotify accounting major, as a proportion of total tracks, as opposed to the sales of physical or downloads, that pay artists a set cost per song or album sold, based on the number of artist streams. It distributes about 70 percent of its net sales to the holders of copyright (often record labels), who then compensate musicians on the basis of individual deals. In the year 2020, approximately 13,000 of seven million artists received $50,000 or more in payments, according to Ben Sisario from the New York Times Spotify (Schwind et al. 2019). Figure 1: Spotify Logo (Source: http://www.wehavebest.com/june-2020multifunctional-bin-for-netflix-spotify-much- more/)
Product prototype Figure 2: Product Prototype structure (Source: https://www.product-frameworks.com/Spotify-Product-Development.html) Spotify is developing a new method for seeing what colleagues, dubbed "tastebuds," heard from. Despite how socially exploring Music, after axing your own box in 2017 and leaving your Buddy Activity ticker still on the desktop, Spotify has no function for specifically communicating with friends in your smartphone app (Eriksson et al. 2019). Spotify appeared and deliberately limit social characteristics to compel consumer to focus on their own playlists and surfaces to be discovered. Spotify offered him the power to play the monarch, influences greatly which musicians were included. That in turn helped him exploit his combative dealings with record labels, which concerned his artists that playlists would be dropped because they play well with Spotify in terms of sustainable rates of royalties and access to exclusive products.
Design thinking approach Figure 3: Design Thinking Approach (Source: https://www.interaction-design.org/literature/article/5-stages-in-the-design-thinking- process) The mission at hand was both very simple and wide-ranging: to build a social network where people would use their phones and other gadgets to handle songs (Schwind et al. 2019). In this sense, the following fundamental functions were distinguished: To import and merge media files from other online and social networking sites like YouTube, SoundCloud, etc. To download files from the media file desktop library To quickly and easily build playlists To arrange the stream in a radio station's picture and manner. The researcher also considered the additional features, one of which was to simultaneously broadcast from various devices, such as when people come together or choose to listen to music (Skog et al. 2018). The designer had to take two essential requirements into account while working on the task: High level of competition because a number of popular music services are already advertised on the internet and the app The highest adaptability and reaction standard for all application variants which were supposed to be used on any kind of gadget. To retain a high usability standard it was important to have 100% adaptability of all features.
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User needs Music access device design provides an appreciation of users' varied requirements and system success goals. These requirements include mood-setting, social status or nostalgia (Anderson et al. 2020). However, in the last decade, the development of streaming services also reshaped consumer experiences with access mechanisms. Users have access to vast audio file archives of just a tiny fraction of the content they know on streaming sites. This requires a new approach to the exploration of music which we describe as the ending and listening experience of contents previously ignored by the consumer (Skog et al. 2018). Currently, there has been a rising number of streaming music users, with survey findings from Daily Social 2018 showing users streaming music reaching 88 percent in Indonesia. The presence of streaming media is inseparable from technological progress. So people will still and anywhere access music. The introduction of streaming music is supposed to improve the music business more effectively. The survey indicates that the program use drops to 4 percent over 90 days after downloading. Such data demonstrate that after uploading, people are not actually using a program. For application providers, this is an adverse situation. A plan is then expected to maintain the long term retention of device consumers. The growth in the number of music subscription service providers depending on applications would of course increase competition as the customer faces a great many choices. Having consumers not turn to other apps is the main issue to work with (Anderson et al. 2020). In this respect, the behavior of their customers must be understood by music Streaming platform provider services (Besseny, 2020). Music, unlike Amazon's Prime Music, Apple Music, and Google Play Music, is a main company in the world. In India, where people are unable to pay and competition are able to subsidize their music apps, which brings more pressure to monetize the downloading of music. "Spotify cannot neglect this demand and would thus have to join (India) and make the right noises and display the numbers of customers," says UTV founding member Ronnie Screwball and Unlazier Ventures investment company. "But in terms of sales, India won't shift the needle internationally for them – for ten or 20 years to come" (Coffey, 2016). The terrible image also relates to India's competitive scenery. In India, the top three music apps are owned by big companies, with oil, media and entertainment and telecommunications as the main businesses. According to AppAnnie info, JioSaavn, Gaana and Wynk have been leading the music app charts in India (Besseny, 2020).
User interviews I began the design process by speaking to people who use such music applications daily. I interviewed 2 of my friends who are using Spotify as their primary music app by telling them and looking at them with the app. I posed the key issues: How do you want to build playlists / hate it? How many playlists do you use? How are the playlists organized? Edit your playlist anyway? Watch the playlists of others? And I requested them to do any of the following scenarios: Create an additional playlist Edit a Playlist current Because Spotify has a web and tablet app, during the user interviews I have made sure to look at the two models. Surprisingly, these people didn't enjoy Spotify all the time. They felt it was not as intuitive to edit playlists because it included how many measures and didn't like how the mobile app was so overwhelmed. However, an immersive part of your friends' activities and their music collections was a function they really liked (Fleischer and Snickars, 2017). Process User Experience Music is an important part of human life because, at the same time, it is not the field in which people want to go any further. In most cases, music is used for relaxation or energy for most listeners — not for physical work that requires complex skills. Vice versa. The bigger the music service's target demographic, the smoother and easier it has to be. What the users need here is easy navigation and quick work. Given the number of rivals on this market, however, anything unique in nature must also be considered to enable service to distinguish itself from the crowd.
The designer began to work at the site from the study of current goods and the development of the user interface model, taking all these questions into account. The decision was taken to start with developing the mobile edition, which was to be more popular for target users and easier to use. The next production step was to introduce the smartphone edition onto the internet (Fleischer and Snickars, 2017). Competitive analysis Then we analyzed different music applications competitively to see which applications have done the most in these scenarios to narrow down what functionality we want to bring to our overhaul. Managing list Spotify's interface needs to uninstall tracks from a set by modifying the whole playlist in order to remove songs from an existing playlist. In needless moves, this user flow has been introduced, as the "Edit" function has been added to delete, change and add tracks. To render any process a single phase in order to reduce user load would have been much more effective. Google Play Music is far improving (Vonderau, 2019). The removal of a song is as simple as the finger swipes. Any consumer has to slide the song to the right, and the delete button appears. Creating playlist In the other hand, it was difficult to find applications with comparatively stronger interface flows to build playlists. The same number of screens passed by Jio Music and YouTubeMusic, and the buttons on either screen, with different wording, were exactly the same. However, we were able to find best practices by looking at how the screens designed the content. YouTube Music did a little bit different with this particular comparison, showing the song playing the soundtrack to the production of the playlist. It does not produce a brand new pages like Jio Music and uses modals for creating a playlist. It is better to see which song they were listening to in YouTube Music so it's already physically available for them. They may have forgotten it at Spotify. We wanted to incorporate this model idea in our redesign in order to alleviate the consumer pressure (Vonderau, 2019).
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Site map In order also to see what hierarchy of pages and genres was more comprehensive, but not daunting, we also comparted the web maps for every application. Figure 4: Site map of Sootify app (Source: https://help.shopify.com/en/manual/promoting-marketing/seo/find-site- map#:~:text=All%20Shopify%20stores%20automatically%20generate,pages%20appear %20in%20search%20results.) Redesign Paper Prototype We began with paper-based prototyping of every screen we needed to build our redesign. However, how any page interacts with one another was difficult to determine (Gomes et al. 2021). We want to ensure that the interface experience follows the applications that do our comparative research best, but we still want to ensure that the flows around each website and every button are reliable (Chodos, 2019). By drawing out and checking a lot of different flows with users we have been able to see which screens are the most important:
Home — this page will provide users with an action stream to view and engage with friends' activities Library — the music list will include this entry. Playlists - the playlist user list will be on this page. Modern playlists — the user can make a new playlist on this page Launcher screen Figure 5: Launcer screen (Source: https://www.techrepublic.com/article/my-top-five-android-home-screen-launchers/
The introduction of the app began with the slides that animated the scroll and the user received the simple service summary (Man et al. 2016). The login/sign in screen with the simple set of normal operational features appeared after the last slide. The service was merged into all widespread social networks so that the accounts on Facebook, Twitter and so on were linked directly. Once the application was registered, all user accounts on social networks were linked and streams could be shared and the streams of friends viewed. Therefore the user is offered to follow the friends from other accounts, or to discover new friends in accordance with musical preferences after registration (Gomes et al. 2021). User main screen The profile has been developed in 3 ways: DJ Mode - allows you to import audio files, build playlists, and submit invites for a small number of people to playlists. Home Mode — enabled the playlists to play songs remotely within a room's radius on various devices Listener Mode — allowed all own and friends' playlists to be downloaded and listened to. Setting screen This screen has regular configurations: add or reconnect to social networks, change the password, disable the account, log out (Man et al. 2016). Since a large number of screens were expected and the easy transformation necessary, the designer decided to build the framework using the slide menu. The Hamburg button on the left allows you and open the menu panel and switch to various parts. A registry of users for the following was also suggested. These suggestions were focused on musical pleasures, venue, friendship circles, etc. In comparison, a special update panel reflects the user posts' presence on the service or on social networks. The divided view was introduced in the iPad edition. On the left side of the screen was placed the sandwich menu and the slide menu. Tablet-adjusted the height of the entries. The distinction between Android and iOS in mobile applications is that there are distinct technical capabilities in designing the upper bar (iOS navigation bar and Android action bar). Generally, an Android action bar contains filters, sharing, and current screens information in addition to navigation. In view of these UI characteristics of the Android action panel, the
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content of slide menus has been mirrored as a suitable controller for mobile apps, in both models. The design was done according to the material design manuals for the Android edition so the slide menu layout was the same as the iOS structure, but it looked different (Siles et al. 2019). The designer employed a typical structure for the mobile website of the service while the header and slider menu duplicated the application's features by making changes to the screen size of the Web version. More posts were therefore visible in the feed when the mobile application was adapted to the internet. All the above suggests that the designer did not try to innovate and was inspired by the need to provide the maximum usefulness and utility. In the light of the user interface, any experiment or extreme developments in the standard scheme of the social network may cause users to be frightening, cause them to be confused with the application and lead to bad user experience, as was explained previously. The key field in which the program was designed to differentiate was UI. User Interface (UI) The Blur effect was taken as basis: the bottom was blurred by the bars with data or comments. The animation was seen on the player screen: the backdrop displayed the piece of art, which showed the cover of the song. The backdrop of the screen was fluttered with the circular central portion, around which traditional visual details were provided for the effect of the spinning record. The graphic architecture of the displays was clearly marked by versatility. The exciting character screens were equipped with a broad application of blurred effect: they were dimmed and the text data were displayed in a white color. However, a typical screen like configurations, profile edits, and light backgrounds were modelled in a simple format (Holtz et al. 2020). The feed-back screen reflects friends and the artwork is the album covers for playback, avatar and username, the venue, the name of the track, the playlist and the number of likes, views and on-line hearing. An additional screen has been installed here. By clicking on or taping the stream the user will access extensive information, including any feed-screen information mentioned above, along with comprehensive feedback analysis, the ability to leave notes, repost or participate in any social network linked to the application.
Digital Mockup The main navigation was formed by a mix of all applications during the final interactive mockup. However, we took the largest design choice on the home page. The app will begin with a Jio Music and SoundCloud friend activity feed on the home page. They will communicate through love, posting and communicating with these activity posts. We have developed these acts by integrating friend feed with the "about you" page of Apple Music. Users liked to explore the music preferences of other users so that they could hear other tracks. Hard decision What we'll do for the homepage was one of the toughest decisions. Jio Music on the homepage had a mixture of the components "Browse" and "Library." We have opted not to include this combination on our homepage because we needed to take a social element into account. We added a "News Feed" instead. In the background we have also included the latest songs which people hear so that we can introduce users to new songs in such a way rather than using Spotify's homepage for the components of "Browse." On the library board, we wanted to model the organisation, with playlists, artists, albums, songs and downloads, of the hierarchy of the Apple Music site. However, the newly played Jio Musics segment has provided users with a feature that is simple to navigate to their latest favourites (Vroom and Boquet, 2019). Either recently played, or recently added, was difficult to determine. Recently Jio Music played during a Recently Added Apple Music. In the end, though, we have decided to 'Recently Played' because our application is focused on current activities. That will make it easy for a person to find the music they've discovered or had the most. One of our hardest sites to build was the Playlist tab. Many applications didn't have a "create" button, so we wanted to ensure this was the functionality of our programme. We agreed to create modal pop-up versions for each stage of development after clicking to ensure the user can remain on the same tab. In addition, we have added a "collaborative" toggle alternative with the more social emphasis for our redesign. Users may either opt to make the playlist an exclusive playlist, or allow their friends to participate in the set. When
this "Collaborative" feature is turned on, a modal pops up for which friends the user should select. There were several different factors during this entire phase that we had to include in our application that we did not know were so significant. Many times when we use these music apps, we don't really think about what user flow or hierarchy will be best, which means that we're not necessarily the most user-friendly experience, only because something is trendy! Testing The testing of an application or website is one of the major stages of UX/UI architecture. Practique reveals that proposals that seem genius at first sight are often totally ineffective for intended consumers. This happened with the previously mentioned first iteration of the Echo project. Since analysing usability research outcomes, the writer received evidence that the initial concept would not perform as expected and collaborated with focus groups. Blurry in the expanded feed screen was the thing that got the most negatively feedback from users. The computer looked dusty and the text looked illegible. Long charge, which is inacceptable for such simple operations, was needed in animation and non-standard effect In the feed screen, the stream was too small and the functionality of the controller was overcharged (Vroom and Boquet, 2019). Thus, the decision was taken to adjust the configuration of the displays on the basis of customer input. The solution for them was as follows: the blurred effect has been completely removed because it is completely different in PSD from what is seen on actual screens of particularly low resolution. Both displays have been designed with a smooth backdrop and sleek, laconically designed icons to ensure optimum cleanliness and simplicity. There were less details in the feed screen, and the posts were larger. Extended feed was much easier though it saved the animation concept (Vroom and Boquet, 2019). The transformation from feed to expanded feed was done by tapping the artwork on the feed screen or pressing the artwork: it was given to a feed in smaller sizes, and it grew when transitioning proportionally to the entire screen.
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Learning activity Work was a valuable opportunity in this project. It demonstrates that modern UI / UX designers should always take into account user needs and desires which are crucial for delivering a good experience. In addition, a designer must always be prepared to upgrade or even reinvent his work and this determination must be focused on actual product tests. Conclusion Spotify is a leading innovator in the world of music listening in the quickly evolving Internet economy. Starting in a wide range of competition, Spotify rapidly increased to become a leading provider of music streaming to millions of people. This was done by a user-focused business model which focused on the economic value of the music it delivered or the monetary gains that could be earned by millions of users. It was this move away from a business model based upon profit that allowed Spotify to develop a network economy and gain value for advertisers and music performers alike. Spotify has been able to succeed by understanding the importance of the network and power that can be seen by concentrating the spotlight on the network and drawing a wider library of music to deliver its customers. This in turn enhanced Spotify's network and power. However, in a changing modern environment, Spotify's network of customers exists where technology evolves rapidly and rivals regularly. Spotify must actively refine its offerings and innovative technologies to meet the increasing demands of the public if it is to remain the market's leading competitor. You only retain your status as the Top Music Streaming Provider because you have improved the provision of updated content and innovated goods to the broad network, while concentrating your business plan on the needs of consumers.
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Workshop on QoE-based Analysis and Management of Data Communication Networks (pp. 25-30). Siles, I., Segura-Castillo, A., Sancho, M. and Solís-Quesada, R., 2019. Genres as social affect: Cultivating moods and emotions through playlists on Spotify. Social Media+ Society, 5(2), p.2056305119847514. Skog, D., Wimelius, H. and Sandberg, J., 2018, January. Digital service platform evolution: how spotify leveraged boundary resources to become a global leader in music streaming. In Proceedings of the 51st Hawaii International Conference on System Sciences. Vonderau, P., 2019. The Spotify effect: Digital distribution and financial growth. Television & New Media, 20(1), pp.3-19. Vroom, G. and Boquet, I.S., 2019. Spotify: Face the Music (Update 2019). IES739, IESE Business School, University of Navarra.
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