
User Experience
GoPro App Redesign
making gopro fun and easy for all—a faster path from capture to share with ‘Magic Movie’.

GoPro App Redesign
making gopro fun and easy for all
Estimated reading time: 4 minutes
Project Scope & Constraints
Brief: I developed an iOS app concept for GoPro that addresses current app limitations and appeals to millennials—differentiating from instagram, vsco, snapchat.
Constraints: must be iOS-compatible; suggested tech must exist now or within 12 months.
Opportunity: go beyond photo viewing/editing to boost creativity and engagement while aligning to GoPro's adventurous ethos.
Target Audience: millennials interested in capturing, editing and sharing photo/video.
Critical pain points to address:
- Limited dynamic features that push creative boundaries
- Weaker engagement than rival photo platforms
The Problem
Creating an auto-movie felt slow and opaque (vs QUIKSTORY); overall usability, feature clarity and usefulness needed to improve to encourage in-app editing.
The Solution
A redesigned magic movie flow with clearer entry points, faster assembly, stronger feedback, and supportive features (e.g., cloud import, learning content, social/shop). The hi-fi prototype achieved SUS 84.25 (≈ 80th percentile, graded A) with positive feedback on intuitiveness and usefulness.
Design Process
I followed the Double Diamond model: 1) Discover → 2) Define → 3) Develop → 4) Deliver.
Discover
Goals: understand action-cam user needs, language and workflows; compare competing apps; identify opportunities.
Methods: surveys (Q2), 1:1 interviews (Q1), contextual enquiry (Q1), competitor analysis, desk research.
Targets: 20+ survey; 3–5 interviews/contextual; 1–3 competitors.
Contextual enquiry (task: insta story from fresh GoPro footage):
Selected research highlights:
- Surveys (n=5): 75% did not use the app to edit/create; average GoPro use ~2.4 times/month; largest group 25–34.
- Interviews: frequent outdoor use (diving/surf/skate/family); common connectivity issues ("NoGo" nickname); misconceptions about app capabilities.
- Contextual task: end-to-end ~25 minutes with rising frustration—clear scope for simplification.
- Competitors: most free/freemium; auto-movie features present elsewhere; value in third-party cloud import, music options, video/music editors; overlap with hardware-linked apps (DJI GO 4, Dive+).
- Market notes (timeline excerpt): 2004 first 35-mm HERO; 2015 revenue peak $1.62b; 2016 Karma drone failure/layoffs; 2018 >100 countries; 2020 ReelSteady acquisition & pandemic cuts; 2020 HERO9; 2021 underwater camera growth projected.
Define
Hypothesis: adventurers (20s–30s) are motivated to create/share video narratives.
Key concepts: home hub; global navigation; faster auto-movie; cloud storage (Drive/Dropbox/iCloud); social & shop.
Develop
Lo-fi wireframes → tests (maze + face-to-face); iterative fixes:
- Checkboxes instead of swipes
- Explicit loading indicators
- Consistent back placement (top-left)
Deliver
Success criteria: faster than QUIKSTORY; new features with familiarity; practical usefulness that encourages in-app editing.
View Interactive Hi-Fi (Figma) Testing & Results
Heuristic Review (Selected)
- No clear home (user control & freedom)
- Missing in-app guidance (help & documentation)
- Unclear workflow (consistency & standards)
- Misaligned priorities vs core task (aesthetic & minimalist design)
Design Principles
- Consistency with GoPro language/labels/colour
- Deference to content (iOS HIGs)
- Useful feedback and reduced cognitive load
- Accessibility targeting WCAG AA/AAA contrast
- Direct manipulation with familiar gestures
Testing Methods & Metrics
- Methods: lo-fi (maze + in-person) → hi-fi (useberry + figma).
- Hi-fi participants/metrics: n=10; age 26–41; gender 50/50; 90% native English; 16 Qs; desktop; avg 13:52; 100% completion.
- SUS: industry avg 68; redesign 84.25 (≈ 80th percentile, "A").
Satisfaction Snapshots
- Creating a movie: 80% happy/very satisfied; 20% neutral
- Adjusting volume: mixed → improvement area
- Sharing a movie: 100% happy/very satisfied
Interface Optimisations (from testing)
Checkboxes for selection; loading states between steps; consistent back button; added frames for logical continuity; pruned non-essential buttons.
Outcomes
- Faster, clearer magic movie flow and stronger feedback loops.
- Quantitative improvement (SUS 84.25) with supporting qualitative comments.
- Roadmap foundation: cloud import, learning content, social/store.
Challenges & Learnings
- Remote testing quirks (mouse vs touch; prototype clickability).
- Early question bias—importance of neutral task phrasing.
- My first extensive use of Figma + remote testing platform; value of SUS as a simple comparable measure.
Future Iterations & Ideas
- Rotate/edit in landscape; prioritise most valuable mobile editing tools; explore a GoPro social channel; refine QuikStory → Magic Movie onboarding; continue accessibility checks.
Gallery

Quantitative findings

Contextual Enquiry

User journey mapping

Storyboarding

mood board

User persona

Affinity Mapping

Wireframe sketches

Prioritisation Matrix

User Flow Matrix

User Flow Diagram

Before and After images of the Home screen (left) and Editing screens (right)
Interested in the process behind the polish?
I can walk you through research artefacts and test recordings on request.
Contact me