Application Design I : Task 2 - UX, UI, IxD Design Document

22/10/2025 - 23/11/2025 (Week 5 - Week 9)

Chang Wing / 0367807 

Application Design I / Bachelors of Design (Honours) in Creative Media / Taylor's University

Task 2 - UX, UI, IxD Design Document



TABLE OF CONTENTS


Week 4 & 5

Crucial Role of UX

- Understand why people wants to use a service (behaviour, goals, motivation and needs)
- Reveals how users interact with an app / system and identifies their pain points
- Understand the emotional journey of a user 
- Conduct interviews with clients


Figure 1.1 UX research comparison chart 


Conducting of User Research

1. Conduct interviews with real users
2. Can use AI Transcript for the interview recording (saves time)


Figure 1.2 The 5 steps of UX research 


UIUX Documents

Online survey → Interview → User Persona → Card Sorting → Information Architecture Map → Flow Chart


UX research methods (Qualitative & Quantitative)

Qualitative

- Identifies user pain points and uncovers the reasoning behind specific behaviors
- Provides deep insights into user motivations, emotions and thought processes
- Helps uncover unexpected needs, frustrations or patterns that may not be obvious from numbers alone

Cons: Time consuming, requires transcription, limits sample size, dependant on interviewer's skills


Quantitative

Validates designers’ hypotheses / assumptions through measurable data
- Provides statistical evidence, allowing results to be presented as percentages, averages or trends
- Enables generalisation across a larger user population, ensuring findings are representative
- Facilitates benchmarking and tracking changes over time through metrics
Anonymity can encourage more honest responses 

Cons: Can miss reasoning behind behaviors, requires large sample for accuracy, risk of misinterpretation, oversimplifies complex actions



Figure 1.3 UX research methods (Qualitative & Quantitative)


Figure 1.4 UX research method: Online surveys



Don't Ask Leading Question!

Leading Question (x): "How difficult is it for you to find products in our app?"
Implies a negative experience, which can bias the user’s response

Neutral Question (/): "How would you describe your experience finding products in our app?"
Allows users to answer freely, encouraging honest and unbiased feedback.


Five-User Rule (by Jakob Nielsen)

- From usability testing
- Testing with 5 users takes the least time to uncover the majority of usability problems

Figure 1.5 Why You Only Need to Test with 5 Users? by Jakob Nielsen




As a group, we did a card sorting activity to figure out how to best organise the features of a travel app. It helps us to see the app from a user's perspective and understand how users naturally group features. Card sorting helps in designing an app that feels intuitive and logical.


Figure 1.6 Class group activity: Card sorting




Week 6

Research Methods for App Design 

When designing an app, understanding users deeply is more important than simply validating designer's own assumptions. Mr. Sylvain shared some practical approach to conducting user research that helps uncover real needs and motivations, not just confirm what we think users want.

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1. Start with Qualitative Research: Live Interviews

- Begin with around 5 live interviews, each no more than 15 minutes -> collect qualitative data and uncover users’ real problems

- Record audio and use AI transcription tools to save time, check yourself as well to ensure accuracy.

- Focus on understanding UX, pain points and motivations.

- Avoid asking about features directly, designer's goal is to identify problems, not have users design the solution for you.

*Tip:
Ask users to share their best experiences first, then move on to their worst. This "min-max method" helps people open up naturally, as they tend to elaborate more when discussing negative experiences.

--

2. Online Surveys for Supplementary Insights 

- Next, distribute 10–20 online surveys (just for this project) to collect supporting data and perspectives. 

- Use surveys to ask questions that people might not be comfortable answering in live interviews, such as rating experiences or prioritising needs.

- However, avoid oversimplified or biased questions like “Do you need a tracker?”users will likely just say “yes.”

Instead, design questions that help you:

  • Understand how users actually behave.

  • Learn what matters most to them.

  • Identify how widespread certain problems are.

Remember: Surveys are not for validation. They’re for discovery.

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3. Organise Insights Visually with an Affinity Map

- After collecting interview and survey data, use tools like Miro / FigJam / Trello to build an Affinity Map.

  • Write down observations and quotes using the users’ own language, such as “I’m a bit OCD about organising things” or “I love seeing my progress.”

  • Group similar thoughts together to reveal common themes or hidden motivations.

  • Can also include your designer’s reflections (just make sure they’re clearly differentiated from user insights).

- This process helps you see patterns that might not be obvious in raw data.

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4. Create Personas to Humanise Your Research

- Based on your findings, develop around 3 personas that represent different user types.

Each persona should reflect:

  • Key motivations and frustrations.

  • Common behaviors or attitudes.

  • Specific goals related to your app’s context.

- Personas turn data into something you can empathise with and group issues 

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5. Keep Asking “Why?”, Dig Deeper!!

During interviews, don’t stop at surface-level answers. Keep asking "Why?"  (up to five times if your participants are comfortable)

This technique helps to uncover the root motivations behind users’ behavior, not just what they say on the surface.
For instance, if someone says, "I use reminders because I forget things easily," asking "why" again might reveal a deeper reason like "I get anxious when I lose track of my tasks."

That emotional layer is where meaningful design opportunities comes.

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6. Avoid Leading Questions

Always keep questions neutral. Don’t guide users toward a particular answer or idea.
Instead of "Would it help if you had a progress tracker?", try "How do you usually keep track of your progress?"

Your role as a designer is to listen, interpret and decide what kind of solution fit, not to let users design it for you.

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Final Goal

The main goal of interviewing and surveying is to understand problems, not to ask for solutions or confirm assumptions. Once you clearly understand your users’ real needs and motivations, you can confidently design features that truly matter.


Affinity Mapping

- A tool to reveal patterns and insights from a large set of qualitative data.
Break down long responses or passages into single, focused ideas per note for easier analysis
- 1 idea per note, 1 colour per user

Guide when grouping notes;

  • 5+ notes → It’s getting broad, try splitting into smaller, more specific clusters.

  • 3 – 4 notes → Just nice. A clear theme that recurs across users.

  • 2 notes → A small signal. Might be something worth watching in the next round of interviews.

  • 1 note → An outlier. It could be a hidden gold nugget or just noise, look closer to decide.

  • 0 notes → If something feels missing, ask more about it in the next interview.



User Personas

- Name
- AI-generated face (realistic human face only; match ethnicity, e.g., Malay user → Malay face)
- Brief need statement (e.g. "I’m looking for a site that simplifies planning my business trips.")
- Personality keywords
- Bio
- Favourite brands
- Goals
- Frustrations
- Motivations
- Social Anchors
- Relevant anchors


Figure 1.7 User persona example template



*Notes: Consider Mastery and Frequency when defining personas.

Types of Personas

1. Main Persona
- Primary target user, the main focus of design. Their goals and needs drive most decisions.
- Example: The busy working mother who needs a quick and reliable meal-planning app.

2. Secondary Persona
- Important but less central users, their needs are considered without overriding the main persona’s experience.
- Example: The father who occasionally uses the same meal-planning app when helping with groceries.

3. Tertiary Persona
- Peripheral or indirect users, interact occasionally or are affected by the product indirectly.
- Example: The children who eat the meals planned using the app.



In groups, we created a user persona for a delivery app. It helps us better understand how user persona shows who our users are and what they really need.



Figure 1.8 Class group activity: Creating user persona



Week 7

How User Personas Influence Product Decisions

- Provide clear picture of user preferences, behaviors and pain points, guiding design decisions.
- Identifying and addressing pain points early can prevent usability issues after launch.
- Users have diverse needs, personas help prioritise which problems are most worth solving.


User Journey Map



Figure 1.9 User Journey Map






Week 8

User Flowchart

- Clarifies exact interactions and screen transitions
- Keep everyone in the team (e.g. designers / developers / stakeholders) aligned
- Proactive issue detection, exposes confusing or redundant steps early
- Refine user experience
- Provides a clear reference for testing real user behavior





Figure 1.10 User Flowchart



Site Map

- Visual map of website structure
- Shows page hierarchy + navigation flow
- Made before wireframes/prototypes
- Ensures logical content organization
- Guides UI design (menus, layout)
- Helps developers plan page routes

Figure 1.11 Site Map



Figure 1.12 Class Activity (User Flow Chart)



Week 9

Wireframes & Sketches

- Don't think too much when sketching
- Do lots of sketches quickly, force yourself to!
- Large amount of sketches forces designer to think more and have more options to choose from


Figure 1.13 Class Activity (Sketches)


Figure 1.14 Class Activity (Crazy 8 Ideas sketches for app's homepage)


Flow

Figure 1.15 Flow

Actions


Figure 1.16 Actions

Scrolling



Figure 1.17 Scrolling


Branching



Figure 1.18 Branching




- Sketches shown to clients has to be comprehensible and easy to skim through




Mr. Sylvain's Useful Tips As UI/UX Designer

1. Start building your own reference archive (e.g. Pinterest) It helps you notice what you’re drawn to and what styles or features you keep coming back to.

2. When exploring ideas, mix and match from 10 or more references. Pulling from just one becomes copying, but combining many lets you figure out what actually fits your client.

3. Take time to organise and label your wireframes. It makes the handoff easier for developers and easier for clients to read (Clients VALUE designers who make their lives simpler!)

4. In pitches, it’s important to highlight current trends, since app updates evolve fast and products that fall behind usually don’t last long.


Useful websites for UI/UX: pinterest.com 
                                             mobbin.com
                                             Producthunt
                                             Dribbble
                                             Behance



Week 10

UI/UX Wayfinding

1. Web Nav

- Global, Local, Contextual, Faceted, Supplemental

Figure 1.19 Class Activity (Web Nav)


2. Navigation Best Practices

When using an app, users have to know where they are, how they can go and what will happen after tapping. UI design has to be intuitive.



UI/UX Choice and Decisions

1. Anchoring

Designers / marketers guide user decision through anchoring.

Anchoring happens when:

- The first number, first offer, or first option shapes the user’s perception of value or difficulty
- Users compare all later options against that initial reference point.




Figure 1.20 Anchoring

For example:

1. Pricing Pages

If the first price shown is RM299, the next option at RM99 feels “cheap”.
The RM299 price acts as the anchor.


2. Job App Filtering

If a salary filter shows:
RM8,000 first
Then RM2,000–RM3,000
Users may perceive RM2,000 as “low”, even if it’s industry standard.



2. The Paradox of Choice

by psychologist Barry Schwartz

- The idea that having too many options actually makes people less satisfied and more stressed, even though we assume more choices = better.






Figure 1.21 The Paradox of Choice

When users are given too many choices, they:

- Take longer to decide
- Feel anxious about choosing “wrong"
- Sometimes avoid choosing at all to avoid regrets

In UI/UX, the paradox of choice appears when an app:

- Gives too many navigation option
- Offers too many settings or too many steps

Users freeze because there's no clear path forward

Conclusion, designers help users to choose whats important for users, left with just the important choice, reduce overwhelming users with lots of choices



3. Decision Fatigue

Decision fatigue in UI/UX happens when users must make too many choices in an app, which drains their mental energy. When this happens, users feel tired and may abandon tasks.

For example:

- Every instructions have long paragraphs to read
- Filling forms repeatedly (name, phone, file upload etc.)
- Too many CTAs

Designers has to reduce decision fatigue in UI/UX so users don’t have to think too hard to move forward.





UI/UX Hooks

1. Habits Stick

- How to make users repeat a behaviour naturally over time.

It explains what conditions must be met for a behaviour to become a habit:
Cue → Routine → Reward → Repeat

A behaviour only becomes a habit when:

- The user sees a cue (something reminds them)
- They perform the routine easily
- They receive a reward that feels worth
- The loop is repeated consistently

For example, a fitness app shows a reminder on the home screen saying “Log today’s workout.” The user taps it and logs their exercise. They immediately see a progress graph update with a motivational message like “Great job!” Doing this daily forms a habit because the interface makes the action easy and rewarding.




Figure 1.22 Habits Stick

2. The Hook Model

How a product creates habits by design.

It explains how to pull users back repeatedly through:

1. Trigger
- Internal (boredom, stress) or external (notifications).

2. Action
- User does something simple.

3. Variable Reward
- Unpredictable reward that keeps them coming back.

4. Investment
- User puts something into the system → makes them return later.



Figure 1.23 The Hook Model


For example, a social media app sends a push notification: “Someone liked your photo!” The user opens the app to check and each time the notifications vary. They then post more photos or follow friends, which personalises content and keeps them coming back. The habit is created by triggers, variable rewards and investment.



Mr. Sylvain guided us to use Figma’s key features and how to design lo-fi wireframes and do prototyping.


Figure 1.24 Class Practice (Figma Design & Prototype screenshot)





INSTRUCTIONS


Task 2 - UX, UI, IxD Design Document

Task 2 focuses on turning the approved app idea into a full UX plan. Using the research from Task 1, students will define their target audience, outline content, use card sorting to build the information structure, list features and identify the MVP (Minimum Viable Product), create wireframes and plan the overall user interaction.




Task 2 - UX, UI, IxD Design Document



Canva Public View Link:


Figure 2.1 App Redesign Proposal (Task 2)


FigJam Link:
https://www.figma.com/board/j1GXW33qPc6Jy78MkpN4ai/Untitled?node-id=0-1&p=f&t=37dTrWEywyb728Lm-0

Figure 2.2 User Research (Compiled in FigJam)


Live Interview Audio & Transcripts:
https://drive.google.com/drive/folders/1QurDuierDh7OCp1Uc1sO_b_QWwbC_5e-


Online Survey Form:
https://docs.google.com/forms/d/e/1FAIpQLSchspVDwJRrW5fPRajL7YmZi0_uWhFSPUMMJJAfQjr5B_jyTQ/viewform?usp=dialog


Online Survey Responses:
https://docs.google.com/spreadsheets/d/1HrJi2WGK7zjbjWpdAjckDmZYEBu5YkPtElIZtqVe8M0/edit?usp=sharing






FEEDBACK

Task 2 - UX, UI, IxD Design Document


Week 5 (22/10/2025)
Feedback: -

Week 6 (29/10/2025)
Feedback: -

Week 7 (05/11/2025)
Feedback: -

Week 8 (12/11/2025)
Feedback: Yea everything's fine, the arrangement in Figma is okay, document how you extract the infos and form the user personas, I need to see the thought process.

Week 9 (19/11/2025)
Feedback: -

Week 10 (26/11/2025)
Feedback: ?




REFLECTION

This task was mainly to check if it matches Task 1’s findings about adding new features to JobStreet. I learnt a lot, this was the first time I got proper hands on experience with user research. Mr. Sylvain taught us how to do live interviews, how to ask questions without leading people and that designers shouldn’t just ask what features users want, but understand how they behave and make decisions.

I also learnt how to design online surveys and use the data from interviews and surveys to pull out I statements, make personas, map user flows, do card sorting and finally build a site map. This experience will be really useful for me as a UI/UX designer, it helps me to make design decisions based on real user behaviour rather than assumptions.

















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