UX Design

22 September 2025

CHONG CHENG TAO (0371072)
UX Design | Bachelor of Design in Creative Media | Taylor's University
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List


LECTURES

Week 1

Mr. Syvlain briefed us about the module and project.  We will need to research about the 

Week 2

Good design is actually harder to be noticed than poor design. Good UX is all about predicting user roadblocks and possible design problem. A designer's role is to make the process between 2 action as frictionless as possible.  

Take door as example, a good door shouldn't need instruction. People should able to open it without thinking either he/she need to push, pull or turn. 


Impact & frequency:
  • Impact is how much it influences the user.
  • Frequency is how often it happens.
  • Masetry is the learnability of this process.
  • Effort is how resources user need to execute it.
  • Resources, linked with effort, could be time, energy, money.....
The customer and user is often not the same people. 


Characteristic of good experience:
  1. Usable
    • Is the design easy to understand?
    • Can the user find everything easily?
    • Can users accomplish the desired task without any hindrances?
  2. Equitable
    • A product should be designed for user with diverse backgrounds.
    • An equitable product delivers a high-quality user experience to all its user regardless age, gender identity, race and ability.
    • Are the needs of diverse groups considered?
    • Is the design fulfilling the needs of historically underrepresented groups?
    • My. Sylvain gave example about the bandages with different skin colors.
  3. Enjoyable
    • An enjoyable product design makes the user happy.
    • This design creates a positive relationship with user.
    • Does the design consider the user's feelings? 
  4. Useful
    • A product is useful if it solves a user problem.
    • Usability is wheather the product workign well and being easy to use.
    • Usefulness is the product's ability to solve the problem.
    • Is the design solving a user problem?
    •  Does it help user achieve a specific goal? 
    • Is the dseign adding value to the experience?

Week 3

Design Thinking
  1. Empathize
  2. Define
  3. Idaete
  4. Prototype
  5. Test
We need research, because we have assumption. 

Assumption can be good:
  • Quick start
  • One direction to cater
Assumption can be good:
  • Wrong direction
  • Create solution that already exist

What do we research?
  1. People
  2. Behaviour
  3. Context
  4. Market

Why do research?
  • Connect the dots
  • Find the root cause/actual problem
  • Align the team
  • Save company resources
Quantitative research: We set the parameter
Qualitative research: We get response/user input out of  the parameter. 

UX research aim to know the touch point between business and user. 


Research plan

It is a guide for logistics, a reference card and a tool to explain the research.


Week 4

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Week 5

Why do research?
  1. Even it out
  2. Spread it
  3. Find patterns
  4. Find outliers
    Why synthetizing? 
    1. Funnel it down
    2. Make sense of it
    3. Find the root cause
      When do we synthetize? 
      1. Data volume is too high
      2. Hard to grasp
      3. Too long to navigate
      A little exercise for affinity mapping: 



      Week 6

      A stakeholder is any individual, group, or organization that has an interest in, or can affect or be affected by, a project or organization's actions and outcomes.

      Stakeholder mapping is the process of creating a visual representation of your stakeholders.



      We did a exercise! Pretty fun hehe.


      Week 7

      User journey map is a walkthrough of the user in executing a process. Is is always Time v.s. Emotion

      Time can be vary (e.g. few minutes - few months). 

      Based on the emotion low point, come out with opportunity and solutions. It is easier to solve the low point to enhance the user exeprience drastically. 


      We did a user journey map exercise for Airbnb guest and host. 


      Week 8

      This week, we learn about ideation. Ideation is the process of generating ideas and solutions. 
      • Identify
      • Brainstroming
      • Develop & Refine
      *Find the root cause!


      How Might We - Questions
      A series of questions and answers to re-frame and opne problem statements. The question lead toward creative answers. 


      Week 9

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      Week 10

      This week, Mr Syvlain shared us some example of industry pitching deck. One of the key insight I learn is to keep audience engaged, at the same time make the slides content consistent. The previous slides should somehow tease the next slide (like a movie plot). 


        INSTRUCTIONS

        This is the Module Information Booklet for this module: 
        • Exercise 2 Individual Report: Design Audit
        • Final Project



        Exercise 2 Individual Report: Design Audit

        Touchpoint - what users are actually seeing and engaging with throughout their user journey, and remedy any inconsistencies. 

        Outcome: 5 min presentatio in class

        I choose the topic "Clip Stuido Paint (CSP)- Animation layers" for this exercise. This is because I personally struggle to use the animation features in CSP for years. It is for sure industry standard, but as well extremly non-friendly to hobbyist and beginners.
        • Introduce CSP
        • Introduce animation features & celluliod/cel animation
        • Good UX: What CSP does well?
        • Bad UX: What CSP doesn't do well?
        • User persona & journey 
        • Opportunity & Potential improvement
        • Business goal
        CSP animation's workflow is complicated because its designed based on the traditional 2D animation pipeline. It is not a "flaw", but a choice to make it useful for professional 2D artist/animator. 

        Sooooo, let's jump into CSP and find out the actual pain points.





        Final Project

        Week 1-3

        Proposal (WIP)

        In this project, we would like to study about pet care information.

        Pet care information is often recorded across physical documents or multiple digital notes. One of the biggest consequences of these issues is the critical data can be lost or miscommunicated whenever a pet transfers care or ownership.

        Commons situation when this happens:

        • Large amount of pets causing confusion and mismanagement in pet shelter
        • Neglection by owner, losing important files and data
        • Lack of communication / miscommunication between pet owners and carer

        The lack of centralization of pet data leads to inconsistent care, missed medication and stress to pets, shelter, owners and caretakers.

        Week 4

        We are having interview with multiple personas, primarily focus on pet owner and pet shelter. 

        Interviwee:

        Here is our interview response

        Week 5

        In this week, we are compelling the interview response and starting on affinity mapping.



        After this, we do the How Might We question, 6 per each statements.



        Week 6

        SMART

        • Decide app MVP
        • Design wireframe
        • Art direction of the app
        • Logo 
        • Color palette
        • Typography
        • Illustration
        • Lo-fi prototype
        • Interaction planning
        • Hi-fi prototype
        • Documenting research
        • Write presentation slide



        FEEDBACK

        Week 3:

        Interview question can be refined. Currently, the questions are still leading the interviewee to "answer", instead of try to get their insights.

        Week 11:

        A storyboard is important to showcase the app to stakeholders. Try to implement inside the presentation.



        REFLECTIONS

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