Barrick Gold Corporation
Apps for miners
What I named the 'Shift Delineator' is a way for the user to choose when the middle of this particular crew's shift is. This will help determine who is on the morning crew and who is on the night crew - needed when filtering work orders by morning or night crew. This feature is needed since different crews start at different times.
Creating a brand new app (called Forge) that will help miners stay on top of machine maintenance and also predict when to replace and order parts.
Now armed with all the information I needed to help the team, my first major task was given to me. This particular flow was the last piece of the puzzle the app needed before it could go into production... in 5 months, including UX, QA, and UAT.
The feature that needed to be designed was being called the 'Crew Builder'. This feature would allow the users to build and manage crews, but most importantly, allow them to filter work orders that only apply to them. This feature was a huge milestone for the Forge app and one of the biggest requested additions from the beta version.
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Below is each wireframe converted into mid to high fidelity mock-ups using Sketch.
My constraints were that I needed to follow the iOS Human Interface Guidelines. Below is a picture of my wireframes after a few iterations, along with my feature flow.
Once the user taps on the link, a modal pops up. From this modal, the user will then tap the 'Build your crew' link to bring them to the Crew Builder.
... or should I say challenges! There were so many challenges for this project, it's almost easier to list them out:
The best thing about the Forge app is that there are no UX issues...
After selecting the + icon, a modal slides up prompting the user to search for names.
Role: Lead UX Designer
Timeline: 2 week sprints (Agile)
Methods used: Sketch, Photoshop, Illustrator, InVision, and Pen & Paper
Adding departments and resources. This was the most challenging flow for me to figure out, hence why it's blank in my inital mock ups. The challenging part was that each crew can have multiple departments and multiple resources. I had to figure out an intuitive way for the user be able to handle that.
'Build your crew' link
The official Barrick digital logo, finalized by me
RESEARCH & DISCOVERY
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A lot of thought and time went into creating the flows just shown. At a high level, my process in getting from a sketch to a high-fidelity prototype goes as follows:
Now we're inside the Crew Builder. From this screen, the user can name their crew, assign supervisor(s), select the appropriate departments/resources, assign crew members and alternative supervisor(s), and choose when the middle of that crew's shift is.
The flow and wireframes above show the steps the user will take to get to the Crew Builder and what they will be able to accomplish once inside the Crew Builder. Below is a closer look into each different screen.
My notes when meeting with the stakeholders
These next screens will now take you through each step of the Crew Builder
The user now adds supervisor(s) to their team. The user will select the + icon and a modal slides up (screen 5 below) and they add names from this screen, which will populate in the 'Supervisor' view. The user can delete names using the default iOS Delete slider.
Copyright © Corey Nunez. All rights reserved.
Me out in the field
Based on my user surveys and interviews three main personas emerged:
When joining a new team/project, I like to sit down with the Product Owner and get up to speed about the project. This helps me get a high-level overview of what the team is working on and what they've already tried to do (both successfully and unsuccessfully). It also helps me define what success looks like for this team/project. Specifically, I'm looking for the following things:
Calvin - Shift Supervisor
USER SURVEYS & INTERVIEWS
We wanted to create a mobile application for the miners so that they could focus on the job at hand (safety is first and foremost at Barrick) and not have to worry about filling out paperwork. The apps would reduce unnecessary paperwork, predict when to replace parts before they break, and increase efficiency in equipment downtime.
This was the first 'home grown' app for Barrick Digital, meaning it was completely custom and built and designed from the ground up for Barrick. This was a new and welcomed challenge for me since I had recently been working on 'off the shelf' software and slightly customizing for the job at hand at other companies.
Another really great function of the Forge app is that the miners can learn from each other. As discussed in the personas below, the target audience was segmented into 2 main groups - 1 for novice miners (2-5 years) and one for expert miners (25-30 years +). There was also one other persona for the supervisors, but they also fell into the expert miner category. With the large spread in experience, the novice miners could now use the app to learn from the expert miners!
Keith - Expert miner
Here are a few questions I asked in my persona survey:
Throughout this process, I'll include stakeholders and developers to get their thoughts. I find this is very helpful so the stakeholders can see the process and so developers aren't getting something that is impossible to build within their timeframe.
Chris - Novice miner
For this iteration, I changed how the Save function worked. I originally only had a static Save button visible, but during user testing, users weren't sure if the Crew was saved and how to exit out of the Crew Builder. I then built (shown in the gif in iteration 2) a .2 second green check icon and Save changed to Close. This feedback tested perfectly in user testing.
I ended up going from a 1/3 screen modal to a full screen modal. During user testing the 1/3 screen modal confused the user since modals used elsewhere in the app were full screen.
This first wireframe illustrates the access to the Crew Builder. My acceptance criteria for the access was that it needed to be from this screen.
This video is showing one of the apps I worked on as the Lead UX Designer. It was rolled out into production in October 2017.