Kyle Davila

Design & Direction


Home Sweet Home

Client: Google
Role: Art Director & UI/UX Designer

Read About This Project

Google Home Made Easy

The core team at Google Home needed help educating their consumers. They found a majority of users didn't know what the device was capable of doing. They needed to teach consumers about the product with various use cases. Looking closely at some of the competition like Alexa, consumers were welcomed to a host of training materials upon purchasing the product. Google Home wanted to provide similar education, for both pre-purchase (on desktop) and post purchase training (on mobile via Google Home app).

The Challenge

How do we organize a robust amount of information while keeping the consumers oriented on the web? Also important, how do we show the hands free magic that consumers experience after they purchase the product, to consumers who are only thinking about purchasing.


Organize content for consumers on the Made By Google website features page. Proivde consumers with gamified learning modules, educating them on device capabilities and usecases.

Meet The Magic

One specific ask of Google was to demonstrate the time-of-day queries. With this module we walked the user through a variety of dayily tasks, such as waking up, getting ready, and cooking dinner. This was useful for consumers to see queries related to that time of day, along with the ability to try out the queries themselves via voice activation. Importing game mechanics into the training, we encouraged consumers to continue and learn more by allowing them to earn badges along the way.

Building The Perfect Home

To educate consumers and show them how the device could be used in their lifestyle, we created a module for consumers to fine tune their Google Home device. This process involved having a few categories the user could customize. They would either answer questions or adjust sliders to reflect the things they cared most about. Once customized, queries that user would fine useful or interesting would start to appear. The user then has the ability to favorite these queries for easy access in the post purchase application. At the end of the process the consumer is greeted with an end card that sums up what they would most likely use the device for within in their lifestlye. These categories are celebrity endorsed and promote popular applications.

Guided Tour

Research showed the team that more people were informed, educated and ultimately purchased the Google Home device in-store. The attributed this to the sales reps on the floor having a lot of knowledge and showing them the capabilities of the device. Knowing this information we created a module to replicate that relationship digitally, by taking consumers on a narrative tour. Consumers learn about the various features of the device complete with the ability to try out the queries via voice activation.

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