Iterative Design Process
designing the first mobile interactive video recorder

Screenlife stands out from the competition because it saves recordings as interactive video files. When a user watches a Screenlife video, all links and buttons inside the recording remain clickable and active.

UI/UX Designer
iOS & Android
Scope
60+ screens
Testing
2 phases, remote + onsite
Shipped
V2, both platforms
Year
2018
Screenlife mobile app interface showcasing interactive video features

A Chrome extension that had to become a phone

The Background.

The product started as a Chrome extension. Stakeholders needed a mobile app to build a community and expand the user base beyond desktop users.

The Challenge.

  • Keep features simple despite complex recording technology
  • Move fast (startup speed) while maintaining quality
  • Adapt a comprehensive web platform to mobile screens

What the constraints ruled out

Initial research included competitive analysis, review of Screenlife products, stakeholder interviews, and documenting all UX flows.

UX flows documentation showing commenting flows on the Screenlife website

Lacking access to real users initially, I created provisional personas based on stakeholder interviews to guide the early design.

Provisional Persona: Claire - 25 year old blogger
Provisional Persona: Sarah - 23 year old student

Choosing what the app would not do

We used paper prototypes to adapt web flows to mobile. This allowed developers to spot technical limitations before code was written. Low-fi prototypes allowed us to find the right ideas quickly.

Hand-drawn paper prototypes showing mobile app wireframes

Making an invisible feature visible

Onboarding

Moving to high-fidelity, we prioritized onboarding to explain the technology. While we initially planned heavy animations, scope constraints pushed them to later versions. This proved beneficial, as usability testing later revealed the onboarding flow was already a significant friction point.

High-fidelity onboarding animation mockup

Authorization

I used Sketch to design the remaining iOS and Android mockups. To meet deadlines and reduce bugs, I prioritized native OS components over custom UI, which significantly streamlined the development process.

Authorization screens showing password reset and sign in flows

Interact with Recordings

Video elements are fully clickable. Users can add products to a cart or visit websites directly from the player.

Interactive video player showing clickable product elements

Create Content

Effortlessly record interactive tutorials, product tours, and immersive stories.

Content creation screens showing recording and editing flows

Build Your Profile

Curate recordings into private or public playlists to share with friends and the Screenlife community.

User profile and playlist management screens

Search & Discover

Find content easily by searching hashtags, creators, or video titles.

Search and discovery interface with hashtags and content filtering

The Android App

Additional work has been done to make sure that users with low-resolution Android phones would have a nice user experience too.

Android app UI designs showing various screens optimized for low-resolution devices
Usability testing session
Usability testing session
Usability testing session

First usability testing sessions

Round one: they could not tell a link from an author

finding #1

Search Clarity

Users couldn't distinguish between links, authors, and hashtags in search results.

solution:

Added content type icons to each search result for instant recognition.

Before and after comparison of search UI showing content type indicators
Playlist creation UI animation showing the new create button
finding #2

No Playlist Creation

Users couldn't find how to create a new playlist within the app.

solution:

Added prominent “Create” button to the playlist screen.

finding #3

Player Behavior

Users expected the player to minimize like YouTube when navigating away.

solution:

Added minimization logic with persistent mini-player.

Player minimization animation showing the mini-player feature

Holding the build to the spec

With 60+ screens in development, I conducted design reviews to fix execution gaps in spacing and layout. Small details (margins, spacing) were missed during implementation, so I created design review docs to align code with design.

comments

  1. 1.Change the status bar color from black to white #ffffff
  2. 2.Change the font weight from Regular to Medium
  3. 3.Change the cursor color from blue to white #ffffff
  4. 4.Decrease the margin between fields by 50%
  5. 5.Buttons should be disabled until the users enter their email and password

before

Sign in screen before design review showing issues with spacing and styling

after

Sign in screen after design review with corrected spacing and styling

Some users hated it, some fell in love

We validated core flows through remote unmoderated testing. While some feedback was subjective, the data successfully exposed critical friction points, specifically the need to refine our search filtration.

User feedback cards showing filter and sorting related issues

Feedback highlighted friction with player controls and frustration with the forced landscape mode.

User feedback cards showing player control and navigation issues

Some users hated our app, and some fell in love.

Mixed user feedback showing both negative and positive reactions

The results made it clear that we needed to continue testing for more robust feedback.

Round two, in the room

24 Issues Found

Permission Dialogs

Users denied native prompts immediately. We moved to custom pre-permission primers.

Permission dialog designPermission dialog designPermission dialog design

Sign-in Barrier

Users missed the “Skip” button. We redesigned the header to make it prominent.

Sign-in screen showing skip button redesign

Filtering

Applied filter state was unclear to users. We added better active states.

Filter UI with improved active state indicators

Hashtag Input

Users tried typing “#” manually. We added an auto-placeholder.

Before and after comparison of hashtag input with auto-placeholder

What the second version changed

Based on the 24 issues, we shipped a major redesign focusing on clarity and social features. We added time/likes/views to thumbnails, sorting tabs (Popular/New/Following), and prioritized the Follow feature.

Before and after comparison showing new metadata on video cards

Adding metadata (time, views, likes, device) to video cards

New tab bar and category slider interface

New tab bar and category slider for content discovery

Profile, screens list, and followers interface

Enhanced social features: profiles, screens, and followers

What I would do differently

01

I shipped personas built on assumptions

Stakeholders were my only proxy for users, and I designed a persona set from them anyway rather than pushing to reach real recorders. Two of the three Phase 1 findings were things a single real user would have caught in an afternoon.

02

High fidelity bought me polish and cost me time

I tested InVision prototypes because they demo well to stakeholders. Paper would have surfaced the search-clarity and playlist problems weeks earlier, at a fraction of the work thrown away.

03

Forced landscape was my call, and it was wrong

I locked the player to landscape because the interactive frame needed the width. Remote testing split the room on it, and V2 gave the orientation back to the user. The recording technology set the constraint; I should not have passed it straight to the person holding the phone.

Screenlife · 2018 · iOS & Android

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