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

TASK

REFLECTION



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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