The screen-share enables musicians on each end to see one another's digital audio workspaces. (DAWs are expensive and complicated software programs for building songs, layer by layer. They are incompatible with one another—a major obstacle to collaboration.) Waaves was intended to be a quick fix. As remotely collaborating musicians listen to each other's work, they can offer feedback via chat or request to start a video.
Also, the screen-share's high-quality audio web browser extension allows musicians on each end to record audio through the browser and directly into their unique DAWs.
We did the following:
We interviewed 12 producers and musicians across genres, including EDM, hip hop, techno, indie, and rock. We conducted the majority of our interviews over the phone.
We had a total of 72 survey respondents. Out of those respondents, the majority were Waave's target audience: musicians, producers, and audio engineers of Hip Hop and EDM who use DAWs to create music, and who collaborate remotely.
Of the surveyors who were open to an interview, we reached out to gain a deeper understanding of their process and the pain points of their experiences. From our 30-minute to hour-long interviews, we discovered the following pain points:
Ultimately, musicians have difficulty communicating while collaborating remotely. Whether it is the lack of face-to-face contact or the inefficient methods for sharing work like sending and loading music files.
The concept of Waaves seemed to address some of these pain points. Musicians could collaborate inside of a virtual collaboration room, where they could speak with one another, share their work, and exchange feedback.
But we knew there was a disconnect. So we had the interviewees go into the Waaves website and try it out.
Of the issues arising, we heard comments like:
Furthermore, we analyzed competitors of Waaves to get a better idea of what Waaves was up against. We discovered the following:
Among Waaves' competitors, we found they implemented a variety of tactics to satisfy their users. Among these things, some competitors allowed musicians to record, some implemented their social network, and others created their own DAW.
The most important things we learned from our research were that:
Now that we had a sufficient amount of research and some key takeaways, we decided to start design ideation. Due to the technicality of the product, we were incapable of knowing what features would be feasible, so we invited our client to a design studio.
The session was fruitful. We ended with over 30 concepts and a stronger understanding of what our clients wanted and could accomplish. Afterward, we needed to prioritize the concepts and decide on the most valuable product (MVP).
Our first prototype began as more paper sketches. We analyzed my sketches and deliberated until we found the most fitting designs.
Next, we digitized our wireframes and entered them into a prototype engine.
Immediately, we reached out to our interviewees who had agreed to participate in test runs of the prototype. We also reached out to volunteers provided by our client. Through a screen-share, we had participants follow a link and use the prototype as they would a real website as we asked them questions, such as:
Although participants mostly understood the prototype, there were still a few kinks to work out. Some of the negative responses we received were:
We knew we had some things to fix, but before we went straight into reiteration, we wanted to do a little more research to inspire brainstorming. For one thing, the clients desired a brand analysis. While we knew what their competitors were offering, and an idea of what those differences meant for the users, we hadn't evaluated the brands themselves.
Things said about our client's brand included:
So we looked into some of the more popular brands to get an idea of how they were marketing themselves. Splice and Ableton both had bold sans serif logos and matching font throughout their site. Their layout was clean and straightforward. They made use of each space; whatever photo of the figure shown was direct and useful.
After improving areas of user complaint and readdressing the brand, we created our second prototype. This prototype was not tested. We presented it to the client immediately after putting it together and checking it for errors. The client intends to apply our design for their Beta launch.
Initially, there was no concise onboarding process, which caused frustration for new users. Here's what we did and why.
We presented the client with:
The MVP for the Post-beta stage included a social network. Although the client was reasonably disinterested in doing this for their Beta, research showed that musicians desired a social network to aid their collaborations.
We had shown the client some frames for our ideas mid-way through the project, and because of their preference, kept it for Post-beta suggestions.
The client was thrilled with our delivery. They plan to take our designs into action. I am excited to see them move forward and gain a highly retentive user base.
Please visit the website at https://www.waaves.io/.