Indeed, I've noticed through my various experiences that marketing and UX teams have methods in common even if their objective is in the end different. Surveyįor the questionnaire, I managed to solicit our user base and submit a Typeform link previously validated by the marketing team. However, many elements were flagged as problematic in the sign-up path and the pricing page, particularly in the copy which would benefit from being clearer.įor example, several users knew the "traditional" mastering process, but not the one via artificial intelligence.They then assumed that the mastering process would take several hours or days when it only took a few minutes in reality! This was mostly due to a complete lack of reference provided to prospects, who then had no idea other than their existing mental model to judge this new product. The results of this part of the study were globally positive: all users managed to master their sound without any hiccup and reach the pricing page! □ But because of time and money constraints, doing the user tests on Google Meet was the best answer to the team's needs. It would have been interesting to perform these tests in a non-moderated setting, to remove the bias of direct observation as well. The most "biased" variable in that research was actually the presence of the Researcher (me :) ). This allowed me to get the closest possible feedback to the “real first time user experience”, the only thing that counts in UX research! And the easiest thing to do was not necessarily the one you might think.! User Testsįor the user tests, I simply used the live version of the site and asked the participants to go along the classic path from registration to the final checkout page. So I recruited 7 participants close to our personas for the qualitative part of this study and solicited more than 850 participants for the quantitative part. And secondly, because the product team did not have any preliminary qualitative or quantitative information on these topics, I took the initiative to provide some to improve their understanding.įor people new to AI mastering, what was their understanding of the service? What elements of the user flow were a source of frustration or confusion?įor people currently using the service, what was their opinion of the service? What were their pain points? What would be the most relevant features to prioritise? The topics and issues addressed by each would be too different. Mixed methodsīut why then do a dual study with both users and prospects? Firstly, because the research scope was so huge, it was necessary to separate these two groups who do not have the same experience with the product. So I decided to bring to the product team the most relevant answers to this question by proposing a double approach: user tests with people who didn't know the automated mastering service and a survey for the current users of the service.ĭifferences between qualitative and quantitative research, the truth is somewhere in the middle. And it is on this incredible tool that I had the chance to start with LANDR! It is by offering a similar service, done via artificial intelligence for a fraction of the cost and time, that LANDR has become known in the music industry. This mastering process, usually done by an engineer specialised in the field, can be expensive and time-consuming. The tricky goal here is to make it sound just as good whether you listen to it on Spotify in your car or on your Apple smartphone! To summarise very roughly, mastering is the process by which we rework the different parts of a song (drums, vocals, bass, etc.) to prepare it for distribution on platforms. To understand the project, you have to understand the mastering tool first. Tools: Typeform, Figma, Notion, Google Meet Role: Carried out the entire UX research, in collaboration with David Magère & Karim Dahou (Product Designers), Marc-André Veronneau (Head of Product Design), Louis Thompson-Amadei (Product Marketing Manager), and Patrick Bourget (Product Director) So for one of my first projects, I led the research effort to improve the knowledge of the user experience on LANDR's most important product: mastering via Artificial Intelligence. As the only UX Researcher there, it felt like a playground! □ Being fascinated by music and its user impact ( so fascinated I wrote a conference paper about it), I was able to set up many user research projects. I took part in the LANDR adventure, a Montreal-based company creating online tools designed for musicians.
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