22/10/2025 - 21/11/2025 (Week 5 - 9)
Rachel Ng Jie Ting / 0378902
Bachelors of design (Honours) in creative media
Application Design I / Task 2 : UX, UI, IxD Design Document
Table of content
Lectures
Instructions
Feedback
Reflections
Lectures
Lecture 4 : Introduction To User Experience Research: Navigating UX, UI, and Usability for Seamless Experiences
Fig 1.1 - Introduction To User Experience Research: Navigating UX,
UI, and Usability for Seamless Experiences
a positive user experience is more influential than strong
advertising. -IBM research
What is User Experience Research?
-
The process of understanding use behaviors, needs, and attitudes
through various observation and feedback collection methods.
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Effective UX research entails employing the appropriate methods at
the right stages of product development.
Role of UX Design
-
Helps understand users' behavior, goals,
motivations, and needs.
-
Reveals how users currently interact with a system
and identifies their pain points.
-
Understanding user emotions during interaction is
crucial.
-
Ensure that the design process is grounded in user
understanding, ultimately leading to more effective and
user-centered designs.
Role of UX Researches Duties
- Developing coherent research methodologies.
-
Selecting and recruiting targeted end-users for research
endeavors.
- Conducting individual interviews with clients.
- Utilizing data analysis tools to enhance consumer products.
-
Collaborating closely with the product team to steer future
directions.
UX Research Comparison Chart
Iterative process - do something again and again, correct it as you
go.
Integrated Process
The Value of User Experience Research
User Benefits
-
Uninfluenced by investors or company leaders, it maintains
reliability.
-
It acts as a bridge between users and the company, fostering
improved understanding and communication.
Business Benefits
- Expediting product development.
- Minimizing redesign costs.
- Enhancing user satisfaction.
Product Benefits
-
It provide insights into the end user, their usage patterns,
and the core issues addressed by the product.
-
It aids in decision-making regarding various design
solutions.
-
Direct customer feedback unveils preferred usage scenarios,
pain points addressed by the product, and avenues for
enhancing product design.
The 5 Steps of UX Research
- Objectives
- Hypothesis
- Methods
- Conduct
- Synthesize
UI/UX Document
- Online survey
- Interview
- User Persona
- Card Sorting (See lecture 5)
- Information Architecture Map
- Flow Chart
Qualitative & Quantitative Comparison Chart
When do we use these research methods?
ATTITUDINAL VS. BEHAVIORAL RESEARCH CHART
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UX research METHOD: INTERVIEW
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Explore user attitudes, beliefs, and experiences related to a
product.
-
Normally one user at a time, lasting between 30 minutes to an
hour and can be conducted face- to-face, over the phone, or
via video streaming. (For us tho, recommend under 15 minutes)
-
You can observe both what the user says (verbal cues) and
their body language or facial expressions (nonverbal cues).
These observations help you understand if the user feels
positive (enthusiasm) or negative (discomfort) about the
product or service.
Process
Pros and Cons of Interview
Pros
-
Users provide detailed insights into their attitudes, desires,
and experiences.
-
Allows addressing and clarifying individual concerns and
misunderstandings immediately.
Cons
- Interviews are time-consuming per participant.
-
Requires preparation, conducting, analysis, and sometimes
transcription.
- Limits sample size, which can be problematic.
- Data quality depends on the interviewer's skill.
UX research METHOD: ONLINE SURVEY
-
Research tools comprising questions aimed at gauging user
preferences, attitudes, and opinions on a given topic.
-
They are commonly conducted online, available in various lengths
and formats, with data collected automatically and often
analyzed by the survey tool.
-
They help uncover user demographics, goals, and information
needs.
-
Users might describe their behaviors or preferences differently
from how they act in real situations, affecting the validity of
the research findings.
Process
Pros and Cons of Online Survey
Pros
-
Conducted online, allows for rapid and inexpensive data
collection.
-
Anonymity often leads to more candid/honest responses.
Cons
-
Ensuring a representative sample is challenging,
particularly from social media or general forums.
-
Poorly crafted or leading questions can bias responses.
- Lengthy surveys may discourage participation.
Avoid leading questions
Leading Question
"What do you dislike about our workout tracking feature?"
• This question assumes the user has negative feelings about the
feature, which can bias their response.
Neutral Question
“Can you describe your experience using the workout tracking
feature?”
• This question is neutral and allows the user to provide their
honest feedback, whether positive or negative, leading to more
genuine and valuable insights.
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Usability testing
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Evaluating a product or service with representative users.
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Participants are tasked with completing specific actions while
observers record notes.
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The primary aim is to detect usability issues, gather
qualitative data, and assess overall user satisfaction.
-
It doesn't yield large feedback samples like questionnaires.
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Research Plan with interview
page 1
- Research goals
- Timeline
- Participants
- Methods and logistics
page 2
- Intro speech
- Questions list
- Outro and thanks
Lecture 5: Card Sorting Method
Fig 1.2 - Card Sorting Method
What is Card Sorting
-
A powerful method to understand how users group and
categorize information.
-
Helps determine an organization scheme that aligns with the
user's mental models.
-
Informs the design of navigation menus, website or app
architecture and content strategy.
Card sorting entails displaying users a collection of cards,
each containing a piece of information like a page title, menu
item, or product category.
Types of Card Sorting
1. Open
- Participants create their own categories.
-
Ideal for understanding how users intuitively organize
information
- No predefined categories involved
2.
Closed
- Participants sort cards into predefined categories.
- Useful for testing specific grouping.
- Ideal when a basic structure is already in place.
3.
Hybrid
-
Hybrid card sorting blends open and closed card sorting.
4. Remote
- Participants sorts cards using online tools.
-
Convenient for reaching a boarder, move diverse audience.
5. Moderated
- Facilitator is present for study sessions.
- For qualitative insights (15 samples)
6. Unmoderated
- Facilitator is not present.
- For quantitative data collection (>50 samples)
- faster and less expensive
Pros and Cons of Card Sorting
Pros
- Ease of Use and Cost-Effectiveness
- Efficiency in Gathering Data
- Direct User Input
Cons
- Dependency on Participants
- Content-Centric Focus
- Time-Consuming Data Analysis
Fig 1.3 - User Persona
Purpose of User Personas
- Help understand real user needs for better problem statements.
- Guide design decisions by aligning designs with actual user behaviors.
- Prevent bias or assumptions by using real data.
- Improve adoption and retention by addressing user pain points.
- Support feature prioritization using persona–feature scoring matrices.
Qualities of an Effective Persona
- Use real data from surveys and interviews.
- Focus on present behaviors, not stereotypes.
- Context-specific information relevant to your app.
- Avoid biases in content, names, and images.
What to Include in a Persona
Answer questions like:
- Who are my users?
- What are their behaviors and trends?
- What do they need or want?
- What problems do they face?
Include:
- Personal characteristics
- Attitudes & values
- Motivations & goals
- Needs & pain points
- Scenarios & user quotes
Class Group Activity: Creating User Persona
During this class, we were split into group to make a user persona for a food delivery app. We choose to do customer persona.
Lecture 7: User Journey Map & Digital Card Sorting
Fig 1.4 - User Journey Map
What is User Journey Map?
A user journey map shows the step-by-step path a user takes to reach a goal.
It helps designers understand the user experience more clearly, build empathy for their emotions, and spot pain points or frustrations during the interaction.
Best practice for User Journey Map
- Ties back to each of the personas (either by name or intro)
- Clearly outlines each of the main steps
- functional & emotional (the user does x & feels/ thinks/ reacts y)
- References user & business objectives for the journey
6 Criteria for Creating User Journeys
1. Identify Who
Decide which persona you’re mapping.
2. Identify What
Choose the goal or task the journey will focus on.
3. Define Style
Decide the emotional + functional tone of the journey.
4. Define Steps
Sketch or write out the sequence of user actions.
5. Do It Digitally
Pick the best tool or platform to visualize it.
6. Identify Role
Clarify the user’s role or context within the journey.
Class Group Activity: Creating User Journey Map
Continuing from the previous , we were back into our groups and need to make the user journey map for the customer persona.
We forgot about the pain points and opportunity in the map. :p
Lecture 8: Site Map & User Flow Diagram
Fig 1.5 - -Site Map & User Flow Diagram
What is site map?
A footprint showing how each page relate to the web/app’s hierarchy. It guides the user's attention and organizes content meaningfully.
- Shows overall content organization
- Uses boxes (pages) and lines (relationships)
- Helps designers plan clear navigation
- Card-sorting results inform the final structure
What is User Flow?
The user’s path to finish a specific purpose. It includes each step, from the starting point to the endpoint.
- Visualizes all user interactions
- Focuses on task completion
- May include multiple paths depending on user choices
- Helps identify issues and improve usability
Why Use User Flow Diagrams?
1. Design Precision
User flows show the exact sequence of screens, helping designers create a clear, logical, and intuitive path for users.
2. Unified Team Vision
They act as a shared blueprint that everyone (designers, developers, and product managers) can easily understand.
3. Refine User Experience
User flows allow continuous improvement by revealing where the experience can be optimized.
4. Facilitate User Testing
They help create testing scenarios, letting users walk through tasks and give feedback on usability.
5. Proactive Issue Detection
Mapping the flow early helps identify potential pain points before real users encounter them.
How to Create a User Flow
1. Research Your Users
Understand who your users are—their needs, behaviors, and how they interact with your product.
2. Define the Purpose & Goals
Clarify what the user flow is for.
Include both company goals (e.g., conversions) and user goals (e.g., smoother experience).
3. List All Possible Steps
Map out every action the user might take.
Do this early to avoid missing important paths.
4. Create the User Flow
Use paper or digital tools to draw the path clearly.
Include flowchart shapes if needed.
5. Review & Update
Share the flow with your team, get feedback, and refine it.
Class Group Activity: User Flow Diagram
This time, also back in groups, we needed to make the User Flow Diagram of the customer ordering food from the food delivery app.
Instructions
Module Information Booklet
Task 2 : UX, UI, IxD Design Document (20%)
After locking down their App concept and idea, students are now ready to proceed to UX design. Students are required to produce a comprehensive UX design document which will provide better directions
for them to design the app. Based on the information
gathered in task 1, students will :
-
Determine and verify their target audiences
- Outline the content element of their app
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Exercise card sorting method to achieve optimum information
architecture
- Listing the app features
- Identifying the app’s MVP.
- Create wireframes of the screens
- Plan the user interaction and interactivity
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Getting started: Research phase
For this task, we need to do research to identity my app's potential users, and determine what feature to have in the redesigned app.
Card sorting part 1
Continuing from task 1, I compiled and analysed all features that my chosen app, its competitor apps, and left field apps have.
Fig 2.1 - Extracting and Organising app features
Then grouped similar features into categories based on their function, such as:
- Account/Profile things
- Community
- Settings/Quality of Life
- Sticker Packs
- Collaboration
- Export/Downloads/Share
- Sticker Making Tools
- Discovery/Finding/Search function
- Search bar features
- Tags/Metadata - Premium/Money Making/ads
Fig 2.2 - Making the card sorting board
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Interview & Survey
Once card sorting is done, I prepared my interview and survey to gather potential user data.
Live interview questions
When making the interview questions, I designed them to:
- Understand users' chatting habits and how stickers fit into conversations.
- Learn how users discover and search for new stickers.
- Identify challenges in finding specific stickers.
- Understand experiences, motivations, and issues in sticker creation.
- Find opportunities to improve discovery, creation, and organization features.
Fig 2.3 - Interview questions
Live interview session
We needed to get 5 interviews done interview, so I went around asking to get interviews from people I know that uses stickers in chats.
The interview sessions are done either in-person or online, and lasted around 5-10 minutes.
I recorded each interview session, transcribed them, and then summarised each interview session and arranged them in the figjam.
Fig 2.4 - Interview overview
Online Survey Questions
For the survey, I asked relatively the same questions as interview, but to get data from a wider audience.
Fig 2.5 - Survey questions
Online Survey session
The survey is conducted using Google forms. The target is to collect at least 20 responses
Thanks to the power of family, friend, and connections, I collected 37 responses in the end.
Fig 2.6 - Survey overview
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After collecting data from the interviews and survey, I analysed them and here are my findings:
Fig 2.7 - Research insights
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Affinity mapping
Using the findings I got, I built an affinity map to organize and group related insights from my research.
Each cluster represents a key theme, such as
Messaging Habits
Fig 2.8 - Messaging Habits
Discovery & Sticker Creation
Fig 2.9 - Discovery and Sticker creations
Pain Points
User wants & Suggestions
Fig 2.11 - User wants & Suggestions
Using the affinity map as a guide, I also created 6 ‘I want’ statements that reflect key user needs and desires, and to use for building the personas,
Fig 2.12 - "I want" statements
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Personas
Using insights from the affinity map and the ‘I want’ statements, I created 3 user personas. 1 persona focuses on sticker usage, another emphasizes sticker creation, and the third balances both.
Persona 1: The Super Sticker User
Fig 2.13 - Persona 1: The Super Sticker User
Persona 2: The Sticker Creator
Fig 2.14 - Persona 2: The Sticker Creator
Persona 3: The Casual User
Fig 2.15 - Persona 3: The Casual User
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User Journey Map
Here, I have made user journey maps based of their respective persona. The journey will help highlight the potential paint point the user may face when using the sticker app.
At each touchpoint, we were asked to add +3 opportunity ideas to each touchpoints (the emoji) , these opportunity ideas may contain good features or ideas I could add into my sticker app.
Journey Map 1: The Super Sticker User
Fig 2.16 - Journey Map 1: The Super Sticker User
Journey Map 2: The Sticker Creator
Fig 2.17 - Journey Map 2: The Sticker Creator
Journey Map 3: The Casual User
Fig 2.18 - Journey Map 3: The Casual User
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Card Sorting Part 2
Fig 2.19 - opportunity from journey map
With all the new opportunities from the journey maps, I added all those ideas into the card sorting.
So now the board looks like this (new items: orange sticky note):

Fig 2.20 - Updated Card Sorting (added orange sticky note)
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Sitemap
Looking at the card sorting board, I extracted suitable features from the board created my sitemap to lay out the foundation of of the new app layout.
It organizes the app’s features and content logically, showing the structure and relationships between different screens.
My vision is to create a simple, user-friendly sticker app, focused on a persona who values sticker discovery and basic sticker-making tools, without the heavy creation or very advanced organization/discovery features of Persona 1 and Persona 2.
This approach ensures the app is easy to use, fun, and not overwhelming, catering to casual users who enjoy both using and lightly creating stickers
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User Flow Chart
For the flow chart, I choose to use the Casual User persona because designing the user flow chart for this persona ensures the app supports both sticker users and beginner sticker creators while keeping the user experience simple and accessible.
Fig 2.22 - User Flow Chart
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Final proposal slides
Feedback
Week 5:
(No feedback)
Week 6:
(No feedback)
Week 7:
(No feedback)
Week 8:
- have 3 opportunities for every touchpoint on the user journey map.
Week 9:
(No feedback)
Reflections
Gathering user data was a hard, I learned how to make proper interview questions to get the insights/data I want.
Building the user personas and journey maps helped me identify users’ pain points more accurately and understand what users actually want in a sticker app.
Card sorting and sitemap making helped me to determine which features should go where, and how the app layout will be like.
Overall, app design isn’t easy, especially when you work alone, because there are so many things to think about. Even though the user research part took a lot of effort, it helped me understand my users better and make good design decisions for my app.
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