USABILITY TESTING

Coca-Cola

Coca-Cola was developing a fountain dispenser with more than 100 flavors. Peel conducted ongoing evaluation and usability testing to inform the design direction of the graphical and physical interfaces. Human factors heuristics were applied to ensure ease-of-use for consumers, maintenance, and the purchasers.

 
 
 

PHYSICAL DESIGN

Tekni-plex

Tekni-plex wanted to create an innovative, differentiated product for their line of lawn and garden hoses. Peel evaluated the competition and conducted ethnographic research to uncover market needs and opportunities. Design direction was explored, chosen and refined. Peel delivered sketches, renderings, models and manufacture-ready files. The products have been a huge success for Tekni-Plex.

 
 
 

DIGITAL DESIGN

Columbia University

Columbia University wanted to redesign its Arts & Sciences website so the content was more accessible and usable. Peel conducted workshops with stakeholders and site users to understand how information was being used and how to optimize the content and design. Peel created, evaluated, and refined wireframes, and then designed the site for the university. 

 
 
 

INNOVATION STRATEGY

United Way

United Way wanted to explore names, positioning, and services for its early education campaign in order to garner widespread support. Discussion groups were used to learn how parents perceive early childhood education, resources currently being used, and visions of ideal early education services. Exercises were conducted for both name generation and evaluation. Educare was created and is creating a bright future through early childhood education.

 
 
 

USER RESEARCH FOR NEW PRODUCT

Vizit

Vizit knew it wanted to create a photo-sharing product, but didn't know what the product would be or what market to target. Peel conducted research with pairs of friends and relatives to learn how people in particular demographics are sharing photos and opportunities for the future of photo-sharing. The target market, product features, aesthetics, and product name were defined and the product is now on the market.

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USER RESEARCH FOR STRATEGY

MTV

MTV wanted to better understand its American market. Peel conducted research with youth to explore factors influencing happiness. Discussion groups were held in Starbucks throughout the country. Collaging was used to get at youth aspirations and a prioritization exercise allowed MTV to discover what was most important to their target audience. Hypotheses were supported and new areas determining and influencing youth happiness were found and integrated into MTV's strategy.

 
 
 

USER RESEARCH FOR NEW PRODUCT

XM

XM Satellite Radio wanted to create the next generation of handheld music products. A study was done to understand current handheld products, as well as understand expectations for future product. Participants created a visual representation of their ideal product. Likes, dislikes, forms, and features emerged and were translated into design.

 
 
 

USABILITY TESTING

Jasper Designworks

Jasper Designworks wanted to evaluate the ergonomic impact of their Freeboard keyboard to understand its benefit in terms of comfort, health, and productivity. The keyboards were installed in a high-profile financial company in New York City. Seated work posture, wrist angle, and measures of comfort were taken. The impact of the new keyboard was used for marketing, and design recommendations were implemented.

 
 
 

COMPARATIVE USABILITY TESTING

FingerWorks

FingerWorks developed a MultiTouch surface, a common surface for keyboard, cursor positioning, and gestural input. Research was done to compare the gestural input with the mouse and touchpad for speed, preference, and wrist posture. FingerWorks was purchased by Apple in 2007 and the gesture technology developed is currently integrated into Apple's iPhones and iPads.