In-System Guidance

PAYCOM INTERNSHIP SUMMER 2023
Project cover for In-System Guidacne. It shows an ISG logo, along with participants' names: Zia Kim and Dan Banica.

Project Spec

Timeline
May 2023 - August 2023
10 weeks
Collaborators
Bogdan Banica, product design intern
Methods
Market research, user research, wireframing, prototyping, usability testing

Overview

This research-heavy project outlines the creation of In-System Guidance(ISG), a global design system that aims to provide better contextual help and smart suggestions to the users in a scalable format across the company's system.

My Role

As a product design intern, I took collaborative ownership of the full design process of this project — from defining the global scope, conducting market and user research, prototyping, and testing to documentation and handoff.

Design Process

Image of a design process timeline. The stages are define, research, synthesis, design, test, and deliver.

Defining problem

Paycom has identified the need to improve their In-System Guidance (ISG) and onboarding process for new or complex features and products, as most support requests coming in from the end users were concerning basic task performance. With this project, we aimed to increase user satisfaction, reduce support requests concerning usage of company products, and improving task performance efficiency.

As a global project, our objective was to create a design system composed of principles, guidelines, and visual references with sample products to ensure a scalable solution.

Stakeholder Interviews

To better understand the project, we conducted interviews with our stakeholders concerning the project scope and expectations. As a result, following outlines were made:

The project success will be defined by the drop in support requests, since the users wouldn’t have to contact their service representatives to understand our products.

The users of this project include both internal and external end users. The internal user can refer to the product designers, who would utilize our system to create an ISG for a specific product of their interest. The external or end users refer to the actual users of Paycom products who will be interacting with the ISGs created by the standards created by this project.

We will have a three tiered approach to our products that will utilize ISG. Each tiers will consist of different UI patterns and strategies involving learning theory. The definition of these tiers will fluctuate as project progresses.

Market Research

With the clear outline of the project, our preliminary research started with the basics of onboarding practices in the UX industry. We explored the best practices of product tours and discovered patterns from a number of product tour softwares.
Our research allowed us to dive deep into software communication patterns and diverse UI modules, which eventually served as a good starting point for our initial sketches and ideation.
Userpilot logo
Appcues logo
Userguiding logo
Intercom logo

Subject Matter Expert Interviews

In order to align our project with Paycom's standards, our next phase of research included experts in two main areas: accessibility and learning theory.

Accessible design is a design process in which the needs of people with disabilities are specifically considered. It allows users of all abilities to understand, use and enjoy the product we create. One of the core values of Paycom is “We Care” — creating solutions to make life better for all. In order to attend to this value, Paycom product conforms to WCAGS 2.1 accessibility standards. Through series of interviews, we learned best practices for accessible design to incorporate into our project.

Since Paycom products are targeted towards client companies and therefore adult users, the ISG must also utilize the concept of learning theory for adults in order to effectively communicate hard-to-grasp concepts and flows within Paycom products. We became familiar with the concept of andragogy and instructional design methodology for this purpose.
Image of an ADDIE model that connects the following five steps: Analyze, Design, Development, Implement, and Evaluation.

Assumption Mapping

With the information collected through the preliminary research, we first created an assumption map to lay out the foundations for our upcoming user interviews.
Image of an ADDIE model that connects the following five steps: Analyze, Design, Development, Implement, and Evaluation.
We focused on the first quadrant to devise questions that will be addressed in our user interviews, since they were assumptions that need to be addressed before any further progress can be made.

User Research

Since the ISG is a global project, it is difficult to discern a specific user set for the project itself. Therefore, we decided on two specific Paycom products to define our user base and to test the ISG on. The two products were chosen based on our earliest definition of Tiers 2 and 3.

Our first product for demonstrating Tier 2 was Custom Employee Service tool, which allowed our client companies to rebrand their Employee webpages using personalized colors and logos.

Since this was an already deployed product with multiple user reviews, we were able to collect direct user feedback while also conducting a usability test on the product.
Usability test results for the Custom Employee Service tool is neatly organized in a table. It highlights notable observations on the side.
Our second product for demonstrating Tier 3 was the Enrollment tool, which provides a course assignment workflow for internal learning materials. This product was in its own project phase for redesigning. Therefore, we were able to interview related designers, project managers, and users to gain insight to the challenges users would potentially face. Based on these observations, we mapped out the user journey to note what to target with the ISG.
Image of the user journey mapped for the Enrollment Hub. It takes the user 'Bob Bingie' through four steps of enrollment setup, select employees, select learning, and enrollment summary.

Research Synthesis

Our findings spanned from sample product-specific problems to best market practices. These will provide the basis of how the ISG will be structured and designed. For example, we learned that for the Enrollment tool, we must focus our ISG design to assist the users with several confusing concepts including the idea of 'conditions'. The teaching process will encompass learning theories of andragogy, by using intentional word choices and providing motivation.
In order to synthesize the scattered concepts, we created an affinity map that grouped the findings based on the subject and target.
image of an affinity map. More than a hundred of sticky notes are laid out in an orderly manner.

Sketches & Design Iterations

Our first steps of the design phase composed of defining the three tiers and creating preliminary sketches. At this stage, we also created several different iterations of ISG components, stemming from — but not limited to — the Paycom UI library. Following are some component designs and mockups at this design iteration:
Image shows several preliminary design iterations of the ISG components. These explore various color and placement options, as well as different types of modules.
We also explored design options of triggers , which would allow the users to re-visit the ISG:
image shows five design iterations for the ISG triggers. First shows a question mark next to the title label. Second shows a pulldown from the navbar with an ISG logo. Third shows a bookmark-like feature on the card UI. Fourth shows a FAB. Fifth shows a dropdown list.
We cycled through design iterations for a several weeks as we collected feedback from other designers, made comparisons with the market practices, and performed user testing.

Prototyping & Usability testing

In order to evaluate the effectiveness of our designs and practices, we prototyped the ISG onto the two sample products and performed usability testing. We created tasks, success criteria, user flows, and more.
Tier 3 ISG task flows. There are four tasks, and a part of task 1 flow is highlighted for a better view.Image of a figma prototype screenshots with all interactions visible.
We tested 5+ users for each of the prototypes made for the two sample products in tiers 2 and 3. We were able to gather the most relevant / pressing information about the current design by synthesizing the high level observations into a chart format. The insights gathered from these practices eventually lead to our later steps of design iterations, where we re-defined the scope to incorporate a more detailed solution for power users, namely In-System Learning (ISL). It is a product-specific modal component of ISG that provides an additional layer of context and learning opportunities for users looking for more detailed explanation on certain concepts or terms within the product.

Deliverables

After rounds of designing, testing, receiving feedback, and making revisions, we came to our final designs and guidelines that prospective ISG usages must follow. Because this was a global project of a scalable scope, we didn't provide a product-specific solution.

Rather, we wrote out a robust documentation of 50+ pages with details spanning from component breakdown to use cases and verbiage. 
Image of a tooltip UI component example.
Image of a toggle UI with multiple flows and In-System Learning option.
Our deliverables will create a seamless handoff and flexible implementations in the next steps of the project. We also laid out some points of discussion and evaluation that could be explored following the project handoff.
Image of an In-System Learning UI component.
Documentation covers:
  • Modals
  • Tooltips
  • Walkthroughs
  • In-System Learning module
  • Scrim usage
  • Toggles & dropdowns
  • Verbiage
  • Accessibility

Reflection

During the 12 weeks of internship, I was able to conduct various forms of research, create and iterate on multiple designs and prototypes, conceptualize a product, and prepare an MVP ready for hand off. Going through the full design process as such proved both challenging and enriching to me. As a non-design student lacking many areas of basic design principles and methodologies, I learnt a great deal on what steps to take in order to best understand the users in concern and to create the best solutions possible.

Apart from the fundamentals of product design, this experience has matured me as a team designer. I learned how to work with different ideas and perspectives, while also taking in motivation from sharing thoughts and questions. Looking back, I would allow myself to pursue feedback in a more proactive manner. During instances of work overload, I would communicate my needs and seek assistance that my co-workers are more than willing to share.
a group photo of the product design intern team.
Special thanks to my product design intern team, Bogdan Banica, Keyan Huang, Lana Nguyen, and team lead, KP.

Testament

"Zia's thirst for knowledge and desire to achieve is one of her greatest strengths. Having no experience with product design and very little experience with the tools utilized by the product designers, you would not be able to guess this during any interaction with her. She wanted to grow her skills in both product design and UX research with some focus on user interviews. She dove in actively finding people to interview giving her plenty of opportunities to work on that skillset." - Team Lead

"I really enjoyed working with Dan and Zia throughout their project. They reached out multiple times throughout the project to get insights related to the project as well as guidance on how to approach different aspects of being a product designer. I was consistently impressed by the curiosity these two exhibited and their willingness to be proactive in searching out answers. Dan and Zia are an absolute joy to work with and I am excited to see how their careers progress." - Stakeholder