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UI/UX design

Blep Blep App

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Our product is a digital social platform designed for pets and their owners. It offers various opportunities, including connecting with new friends and finding qualified pet sitters.

 

Additionally, our platform addresses common issues like pet insecurity and lack of social interaction. We also organize pet exhibitions and events, both online and offline, to further engage the pet community.

 

As an exciting feature, users can even purchase NFT licenses within the platform.

Responsible for: 

Designing the application interface 

Greeternative

Through extensive primary and secondary research, we discovered the severity of the textile waste problem in Hong Kong. Shockingly, Hongkongers generate 392 tonnes of textile waste per day, with over 94% being recyclable or reusable. Unfortunately, only a mere 0.4% of this waste is actually recycled or reused. Furthermore, we observed that sustainable shopping behavior is not prevalent, as people rarely prioritize sustainability when making purchasing decisions. In response to this issue, we developed an educational board game that aims to impart sustainable knowledge.

One noteworthy feature of the game is the scenario cards, which allow players to make decisions and evaluate the sustainability of their choices based on positive or negative outcomes.

After conducting playtests, we identified that our target audience, secondary students, faced challenges in comprehending the English content and required translation assistance. Additionally, to provide players with fresh situations and choices, we decided to incorporate the scenario cards into an accompanying mobile application. This allows us to update the scenarios on a monthly basis, providing a dynamic and engaging experience for the players.

Responsible for: 

Designing the application interface & graphic design

Travel Frog

During the User Experience course at the university, we were assigned to conduct interviews to collect memorable travel experiences. We needed to create a time-coded interview transcript for this purpose. Prior to conducting the interviews, we prepared a list of interconnected questions to ask. However, there were also follow-up questions during the interviews to better understand the reasons behind their selections.

As we conducted the interviews, we recorded the process and took note of key points. We then transformed the audio recordings into detailed time-coded interview transcripts, including English and Cantonese subtitles. Once we had all the conversations transcribed, we categorized key attributes using color coding. We also added tags indicating attributes, consequences, or value. These categorized attributes helped us identify themes and relationships, which we shared with our groupmates to create personas.

Two examples of the script

* Attributes (A)          Consequences (C)          Value (V)

Code

A/C/V

Theme

Relationship

Code

A/C/V

Theme

Rrelationship

Code

A/C/V

Theme

Relationship

Creating a persona

Vision statement

For young foreigners to visit Hong Kong, 
Who enjoy visiting various local attractions and conducting outdoor activities.
The Frog Travel is a Treasure Hunting App
That can encourage users to accomplish various visiting goals in a gamification way.
Unlike tourism navigating apps, 
Our product fosters foreigners to plan and achieve various visiting tasks in Hong Kong by themselves, they can enjoy guided and interesting tourism experiences.

User Journey Map

Prototype

Hong Kong is a popular destination for travelers from around the world. However, some hidden gems, such as natural attractions, unique cuisine, and local culture, often go unnoticed. To address this, our group created a mobile application designed to provide users with guided and engaging tourism experiences. Our app not only ensures enjoyable exploration but also incorporates gamification elements to help users achieve various goals during their adventures.

Responsible for: 

Designing the application interface 

LUNCHBOX CANVAS

In today's busy world, many people rely on food delivery platforms for their meals, including lunch and dinner. Unfortunately, the food ordered through these platforms is often unhealthy, lacking in vegetables, and high in calories, which can lead to various health issues.

To address this problem, our team has developed a creative solution - a coloring mini-game that encourages people to adopt healthier eating habits. Users simply need to take a photo of their lunch or dinner, and our app will analyze the photo to calculate the meal's calorie content. The color palette for their canvas will be determined by the colors present in their food photo. By choosing healthier meals, users will unlock a more vibrant and diverse range of colors to paint with. However, if their meal is too high in calories, their canvas will be locked for the day, promoting mindful and healthier food choices.

With the Lunchbox Canvas app, we aim to motivate individuals to make healthier food choices and engage in a fun and interactive way to improve their overall well-being.

Responsible for: 

Designing the application interface & graphic design

Karaoke app

Under the COVID-19 situation, the social distancing policy and group gatherings are banned by the government, and only 2 people gathering is allowed. Also, public entertainment including beauty parlors and the closure of karaoke establishments & suspension of karaoke activities, so, may become the new normal.

Step 1: Identify the topic to address and propose COVID-19-safe activities

Step 2: Conduct a voting process to select two potential topics for designing a solution, with karaoke activities emerging as the chosen option

Step 3: Prepare for phone call interviews, documenting the flow, target interviewers, and questions for Part I, Part II, and Part III

Step 4: Collect and categorize interviewee data based on Environmental, Personal (Psychological/Social), Economic, Social, Cultural, and Function/Equipment factors

Step 5: Analyze the data to identify clusters related to the factors

Stage 6: Utilize the identified clusters to create a matrix, gaining insights into different potential target audiences. Focus on one specific group, such as "Classic songs with old friends"

Stage 7: Initiate a brainstorming session to design a solution that fulfills the needs of the target audience comprehensively

Interview questions - Part I
Factors
Interview questions - Part II & III

Next, we created a karaoke smart TV app catering to individuals who cherish nostalgic moments with old friends and love singing classic songs together. The app delivers an immersive karaoke experience and includes a telepathy game for added fun. Additionally, users can earn AR filter rewards for use during photo-taking sessions, enhancing their overall entertainment experience.

Vision statement

Old Friends Ga Singing Party:

“ People can embrace their own culture when they are immersed in both gathering with friends and singing together under the new normal. “

Prototype

Responsible for: 

Designing the application interface 

Toy Kingdom

 

This project involves creating a wireframe for a toy or game web page. The logo is designed simply, replacing the "O" with a toy icon, making it easy for visitors to identify the website's purpose.

To enhance user experience, the website uses more images and fewer words to convey information. This approach aims to engage users and encourage them to return to the site regularly.

The homepage features a prominent sale poster to pique visitors' curiosity and encourage further exploration of the diverse toy selection. Additionally, the website includes sections for new arrivals, top 10 toys, and customer reviews to provide valuable information to potential buyers.

Toy.png
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toy2.png

Responsible for: 

Designing the website (Homg page)

Original Version

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Home page

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Hot page

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Menu

Modified Version

n1_home.png

Home page

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Hot page

n4_menu.png

Menu

WhatSticker

This project is part of a group assignment for the User Interface course, where we were tasked with identifying and resolving interface issues in the app "WhatSticker."

 

One of the primary problems we encountered was a control mismatch related to the "popularity"人氣 label. Its oval shape resembled a tab menu, leading to confusion among users who attempted to tap on it. To address this, we opted for a new design with red text placed next to the title, effectively reducing user confusion and streamlining the interface.

The second issue relates to an overwhelming number of buttons. Each page is crowded with buttons, such as sticker style options, new stickers, popular stickers, create stickers, and pinned stickers. Moreover, the sticker style button at the top is redundant since it is already present in the side drawer menu. To address this, we made the decision to remove the redundant button from the side drawer menu and instead create a menu bar at the bottom of the application.

The third issue involves a mental model mismatch. The icon for the side drawer is positioned on the right, while the list menu pops up from the left. To align with user behavior and enhance the overall user experience, we made the necessary adjustment by relocating the side drawer icon to the left.

Responsible for: 

Modifying the application design

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