UX Design

ZHANG WAN RU 0368214


20/04/2026—23/07/2026 (Week 1-Week 14)

UX Design/Bachelor of Design in Creative Media/ Taylor's University


TABLE OF CONTENTS

1. Introduction

2. Project Development

3. Feedback

4. Reflection


Introduction




Project Development  

Weeks 1-3: Knowing each other
Over the past three weeks, we primarily learned about the concept of User Experience (UX) and completed this semester's project in teams with classmates. 
Our team:
  • Phang Ann
  • Rio Sato 
  • Nurul Natasya 
  • Zhang Wanru (me)

We were tasked with collaborating with a business team on a UX project, which could be a website or an application. Beforehand, we needed to choose a topic and conduct relevant market research. We first worked separately to analyze an application before combining our findings with those of our teammates. The following PPT is a market research report compiled by our team members.

Fig. Individual Analysis Slide
Fig. Competitor Research

Week 4: Interview & Affinity Mapping
This week, each of us interviewed four real users to understand the true thoughts of potential customers. After a week of research, we returned to class, where Mr. Sylvain demonstrated how to use the "splitting notes" technique to analyze user feedback—analyzing it in the form of "i-statements" to find what they want. Then, by categorizing similar viewpoints, we gained a clear and systematic understanding of product design.

Fig. Research Interview Template 

Fig. User Interview

Fig. Affinity Mapping

Week 5: Personas 

Following the analysis of our interview data and the creation of How Might We (HMW) statements, we translated our research insights into three user personas. These personas capture the characteristics, goals, needs, pain points, and behaviors of our target users, helping us design solutions that better address real user needs.

With the insights gathered from our research, we created detailed user personas and corresponding user scenarios to guide our design decisions and ensure the solution meets users' needs.

Fig. User Persona

Fig. User Persona

Week 6: User Personas & User Journey 
& Storyboard                                                              
After consulting with Groop, we chose Kenji Lim as our primary user persona. We then analyzed Kenji's interview answers to create user scenarios and storyboard illustrations showcasing how users interact with EatPlay in real-world contexts. Next, we mapped the user journey to identify user emotions, touchpoints, and pain points throughout the experience. Based on these findings, we proposed several design solutions to enhance the overall user experience.

Fig. User Scenarios

Fig. Solution

Fig. Storyboard

Fig. User Journey Map

Weeks 7-8: Class Activities
After identifying key pain points through user research, we created "How We Can..." (HMW) statements to transform user questions into design opportunities. We organized these statements using sticky notes, grouping similar ideas together to facilitate brainstorming and generate potential solutions for the EatPlay app. Then, we used the Moscow 2x2 Matrix method to categorize students' answers from class, which facilitated our later development of the MVP for our application.

Fig. HMW

Fig. Moscow

Fig. 2x2 Matrix


Fig. Class Activities
Fig
Week 9: App User Flow & Wireframe Sketches
To establish the foundation of the EatPlay app, we began by sketching low-fidelity wireframes and mapping out the user flow. This process allowed us to organize the app’s screen structure, visualize the user journey, and ensure a clear and intuitive navigation flow before moving into the digital design phase.
Fig. App User Flow

Fig. Wireframe Sketches


Week 10: Framework Design for the Client

Before we started working on LoFi, the Busniess team provided us with their ideas, and we merged our previous sketches based on their ideas, adding the content they needed.

Fig. EATPLAY Business Ideas

Fig. Lofi


Weeks 11-12: Feedback

Fig. Hi-Fi 

Week 13: Refine and Final Product Prototype & UI Kit

Fig. Final Design

Fig. Prototype

Fig. UI Kit
Weekly Process:
Fig. Weekly Process

Week 14: Final Presentation





Feedback 

Week 5:
  1. I statements based on our data (ann & wanru)
  2. refine persona for Kenji (nat)
  3. scenarios for each persona (drawing/storyboard style)
  4. Choose one persona that we want to explore & then create the user journey map (he prefers the smiley one)
  5. Find the touchpoints for everything
  6. Based on the touchpoints/journey map, find 3 things to improve (solutions)
Week 11:
  1. Needs a loading screen (like calculating nutrients) after uploading the picture
  2. Put the pet in places that can be seen on every page
  3. ⁠⁠The nutrients bar: use the colored ones (thinner one)
  4. ⁠⁠Put all the content first, then decide whether to use outlines/backgrounds or not for everything
  5. ⁠⁠Unify icons
  6. ⁠⁠Homepage—needs to show the main focus, like what they are needed to do first. And after they are done with it, how it will look next.
  7. Rewards and social competition can be a secondary focus
Week 12:
  1.  Short and informative intro before going into the log-in page
  2. ⁠⁠Introduce our mascot (Panda)
  3. Ask for what users want from the app, and then only ask for their information (their goals)
  4. Before payment, only ask for all the details (first name, last name, location...).
  5. For Log in (onboarding page), just simple details are enough
  6. ⁠Spacing between elements needs to be balanced
  7. Onboarding page: add more graphics/icons. Allow multiple answers/responses
  8. Unify color usage
  9. Decide whether the daily quest & pet's mission is the same ornot
  10. ⁠If same, unify them in every page
Week 13:
  • Display the answer to the question (the flow from the question to the homepage is abrupt).
  • What is the sequence?
  • Clearly define what can be done using the app (user flow / scenario).


Reflection 

The EatPlay project was a really meaningful experience because it was my first time working with a business team. It helped me understand how designers and business students work together to turn ideas into a real product. Throughout the project, I improved my communication, teamwork, and problem-solving skills while learning how to balance user needs with business goals.

As the UI/UX designer, I learned that good design is not just about making an app look nice but also about creating a simple and enjoyable experience for users. Based on feedback, we simplified several features and kept improving the prototype, which taught me the importance of listening, testing, and making changes.

I would also like to sincerely thank Mr. Sylvain for his patience, guidance, and support throughout the project. His feedback helped us improve our ideas and grow as a team. Lastly, I'm grateful to all my teammates for their hard work and cooperation. This project was a great learning experience, and it gave me more confidence to work with people from different backgrounds in the future.

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