Application Design - Task 2
24/9/2025-Ending Week
FENG SHIWEN / 0374595
Bachelor of Design in Creative Media
Taylor's University
TABLE OF CONTENTS
LECTURES
WEEK 5
WEEK 6
WEEK 7
WEEK 8
WEEK 9
TASK
Starting from Week 5, we began preparing the research for redesigning the
Xbox mobile app. We need worked on creating the survey questions, planning
the live interviews, and collecting basic user feedback about how people
use gaming apps. The goal was simply to understand what users like, what
frustrates them, and what features they actually need.
Below is Task2 instruction.
1. Problem statement
(can take back from assessment 1)
Explain in a few words what is the problem you're solving, for which
company and which users
2. Market Research summary
(can also take back from assessment 1)
Where were we on the last project? What did you decide to work on based on
research?
3. Interview & Survey
How did you create your questions? What did you want to uncover or find
out?
How did the live interview went? Show pictures or link to recordings of
your process with users.
4. Answers (transcripts) and Affinity Mapping
Show us the interview results and how you went from audio, to text, to
notes, to I statements.
Explain your thought process. How did you choose?
If you have survey data, explain the results, what is your take on them?
5. Personas (x3)
How did you create your personas, which I statements went to which
personas?
Who are they?
What matters to them?
What gets in their way?
Why do they need your help?
6. User Journey Maps (x3)
Personas in action. All needs and pain points should play out in their
journey map.
Identify the highest and lowest points and show some range!
What's most important here is the 3+ opportunities for every touchpoint.
Yes, for all touchpoints, no shortcuts!
7. Card sorting 2 & Sitemap
Bring back the card sorting from the market study with the features from
your app and their competitors.
Add in the opportunities from your journey map into the cards
Sort & Categorize them (card sorting ;P)
Draft a sitemap of where they would be on the tree.
What grouping are they in, what comes first?
Bold the most important features, the core ones that make your app stand
out.
Set a space for all the features that didn't make it to the sitemap
(dustbin?).
8. User Flow Chart
Select the persona with the most interesting opportunities, and create
their flow chart.
You can base on their journey map for reference, try to add branching
paths & escape routes for what goes wrong.
Keep the happy path straight!
Canva presentation slides :
Miro workspace :
9. Summary
- Where we are now
- What happens next
So far, I’ve finished the surveys, interviews, affinity mapping, and the
first version of the personas and journey maps. These give me a clearer
idea of what the redesigned Xbox app should focus on. Next, I’ll start
turning this research into wireframes and early layout ideas, and then
move on to building the first prototype in the coming weeks.
REFLECTION
Experiences
From Week 5 to Week 9, we spent a lot of time practising how to make
personas, journey maps, and different ways of breaking down user
behaviour. At first I wasn’t very used to this step-by-step process,
because in previous redesign projects I usually changed things whenever
something felt wrong. I relied a lot on intuition. But after going through
surveys, interviews, and mapping exercises, I started to see why this
slower process matters. It helped me understand what users actually care
about instead of just designing based on my own habits. It took more time
than I expected, but once everything came together, the direction became
much clearer.
Observations
During these weeks I noticed that guessing how users think is often very
inaccurate. People use apps in completely different ways, and some things
they cared about were things I never pay attention to. At the same time,
some features I assumed were important turned out to be things they barely
touched. This made me realise how helpful it is to divide their behaviour
into stages and look at it more calmly. It also helped me stay organised
instead of getting lost in the design too early. Having a structure to
follow really changed the way I understand user problems.
Findings
What I learned the most from these weeks is that design actually requires
a lot of logic. It’s not only about visuals or personal taste. The
functional parts need to make sense first, because users just want to
finish what they’re trying to do quickly and comfortably. Before this, I
tended to think about style first, but now I find myself thinking about
the flow before anything else. Studying the Xbox app helped me see where
users get stuck and what can be improved. As we move toward wireframes, I
feel more confident because I finally know why I’m designing things a
certain way, instead of just doing it randomly.

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