Identifying the issues
As an early-stage startup, we didn't have unlimited resources, but we knew we could gain a lot of crucial information and validation from getting scrappy with our user research efforts.
The team developed a cadence of weekly in-person customer development sessions, partnered with a UX Research specialist, and conducted ongoing usability studies, creator focus groups and experiments from Fall 2019 onwards to help us identify the major painpoints with the current product and to better understand our users and their needs.
Quantitative and quantitative user research helped inform our design and product roadmaps
1
What even is AI?
Problem: The role and meaning of "AI" was unclear or unimportant to most users. They didn't seem to care about what the AI was doing, or even that it was there — they just wanted a tool that worked and made great videos. We needed to rethink how we communicated the role of AI to our users, from our marketing to our product design.
2
Editing was a tangled mess
Problem: Individual editing parameters like visual filters, pacing, and soundtrack were completely intertwined, and this was not clear to users. While this was initially a choice to reduce complexity, it ended up creating almost universal confusion and frustration. We needed to make sure users felt their actions carried intention and that the results would be somewhat expected.
3
Too much novelty
Problem: Users were getting confused around button labels and interactions that weren't what they were used to. Our branding and video editor were unconventional enough — we needed to find a balance between new and unfamiliar to reduce cognitive load on new users and create a more intuitive experience.
4
One size fits none?
Problem: We wanted TRASH to be a video tool for any type of video, but certain use cases we were seeing called for more control or specific styles of editing. We needed to devise a solution that allowed for different types of videos while still being simple and straightforward to use.