UX Projects

  • An individual project for SI 307 (Introduction to UX Design). Redesigned UM-Maizey, an AI powered academic tool, focusing on simpler menus, responsive design, and accessibility features that help everyone use the tool effectively.

  • A design project for ENTR390 (Digital Product Design). A designed a digital product of my choice that addresses a real world problem. The real world problem I chose was the lack of user-friendly platforms and services that facilitate the scheduling of dog playdates. 

  • A client-based project for SI311 (UX-Driven Entrepreneurship). Our group worked with the still-developing start-up, Mina Rosa. 

  • A collaborative SI311 (Games and UX) project. Our group is focusing on Clash of Clans, a popular mobile strategy video game developed and published by Supercell in 2012. We brainstormed potential solutions for our core problem we found from user interviews and research

Role:

Duration:

Tools:

UM-Maizey


U-M Maizey is an AI-powered academic tool that helps University of Michigan students and faculty analyze data.

My redesign focuses on simplified navigation and accessibility, creating clear pathways for users of all skill levels to effectively work with their academic data.

Despite U-M Maizey’s potential to revolutionize data for students, staff, and faculty, user feedback shows its interface is not user-friendly, making it hard for non-technical users to navigate the tool. This limits users' ability, reducing their effectiveness in academic and professional tasks. Improving Maizey’s accessibility is essential for its success and enhancing productivity at Michigan, as AI tools have become more crucial.

UM-Maizey Prototype

Role:

Duration:

Tools:

PawsLink


Meet the designer!

One of my favorite things to do is play with my dog, River. I used to beg my parents for a dog. I even wrote a 30-page book in 5th grade on why I wanted a dog!

I got River when he was just 4 months old (he is 8 years old now). I love dogs and my family volunteers to help bring dogs not in a good state or stuck in shelters from Korea to the DMV. 

PawsLink - Where Paws Meet and Friendships Bark

Problem Statement:

First-time dog owners want an easy way to schedule playdates in order to ensure safe and fun interactions for their dogs.

What is PawsLink?

PawsLink is for the diverse market of dog owners. The product is especially great for first-time dog owners who want an easy way to plan playdates for their dogs. It is also perfect for experienced dog owners who love helping new owners as well as for dog service providers who are eager to find new clients.  The product simplifies the process for dog owners in order to schedule enjoyable playdates as well as meet other dog owners around the area. The user-friendly app aims to connect various dog owners (first-time, experienced, mentors, dog service providers, etc), creating a community where everyone can share dog-related knowledge and experience.

Who is PawsLink intended for?

The primary persona for this dog playdate app is dog owners. This persona represents individuals who own dogs and are actively seeking opportunities for their pets to socialize and play with other dogs safely and enjoyably.


The secondary persona for this dog playdate app is dog orders that have extensive experience in care, behavior, and training. This persona represents individuals who are interested in mentoring or assisting first-time dog owners or just enjoy sharing their experience and knowledge.


The tertiary persona for this dog playdate app is dog service providers. This persona represents individuals who may offer dog-related services such as dog sitting and dog training. These individuals would use PawsLink just to connect with dog owners, offer services, etc. The overall audience of PawsLink is a diverse group of users who are dog owners. These individuals all have a love for dogs and would create a loving and knowledgeable community. 

PawsLink Prototype

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Rationale

PawsLink responds directly to new dog owners’ needs to arrange secure and enjoyable playdates for their pets. With a user-friendly interface and key features like location-based matching, top matches, and safety precautions, PawsLink is designed to enhance dogs' social experiences and playdate planning for owners. Having different types of users such as experienced dog owners and service providers, makes the platform better by encouraging mentoring and offering more services.

Role:

Duration:

Tools:

MinaRosa


MinaRosa is a health biotech start-up that offers an accessible light therapy solution for Urinary Tract Infections (UTIs) to empower all people, especially women undeserved by medical healthcare, to take control of their well-being. Our mission is to transform global healthcare by raising awareness of UTIs and promoting the benefits of life-altering, light-based technology.

Mina Rosa is still developing their product as they are a fairly new start-up.

Team:

We aim to help Mina Rosa with three phases.

  • - Creating interview materials

    - Recruitment of participants

  • - Interviews 

    - Interview Data

  • - Synthesis of data into personas + journey maps  

    - Final presentation of potential customer base

Problem Statement

Individuals struggle to treat UTIs due to cost, and upkeep and require a solution that is easy to use, effective, and accessible.

Our Hypothesis

Women would be interested in red light therapy treatment for UTIs as opposed to medication due to price, insurance, antibiotic resistance, or other health beliefs.

Goals for Customer Interviews

  • Explore different practices of our customers

  • What might pain points be for our different users when approaching their health especially?

  • Find out the customers’ financial practices related to healthcare and limitations

  • Investigate why they might choose our solution vs. competitors/other solutions.

  • How other solutions are currently serving our customers

  • Figure out stages when customers are more inclined to buy the product (phases: prevent, during, post-UTI)

Our Methods:

Recruitment channels: 

  • Personal network 

  • Discord

25 Interviews: 

  • Conducted over Zoom or in person.  

  • Took intensive notes during the interview 

Post-interviews: 

Notes coded and clustered through affinity mapping for drawing insights

Recruitment Plans:

Recruitment: 

  • Using word of mouth & survey posters posted in high participant traffic areas.

Interviews: 

  • Will be conducted over Zoom or in person.  

  • Will not be recorded to ensure privacy and openness in the sharing of information. 

  • Will take intensive notes during the interview. 

Post-interviews: 

  • Provide compensation for participants - $5 amazon gift card 

Team Findings



Based on our interview findings, our team was able to identify 2 personas + journey map

Takeaways

Potential Customers

  • Fear antibiotic resistance

  • Unable to gain access to doctors within a reasonable timeframe

Potential Outliers

  • Unconcerned with long-term antibiotic usage

  • Uninterested in red light treatments

  • Didn’t find UTIs to be serious enough for long-term treatment

Price Awareness

  • Most interviewees rely on insurance for payment

  • Willing to spend on antibiotic treatments + supplements.

  • Barrier for those unable to spend out of pocket for treatment

Clash of Clans


Focused on redesigning the UX of Clash of Clans, addressing issues related to player engagement and accessibility. Solutions were developed to improve onboarding, streamline gameplay, and enhance user satisfaction.

Role:

Duration:

Tools:

Team:

Introduction to Clash of Clans

  • AN ONLINE MULTIPLAYER STRATEGY GAME 

  • PLAYERS BUILD THEIR VILLAGE BY USING RESOURCES 

  • PLAYERS TRAIN TROOPS TO ATTACK OTHER PLAYER VILLAGES TO GAIN RESOURCES AND TROPHIES

  •  PLAYERS CAN FORM COMMUNITIES CALLED CLANS, INTERACTING WITH OTHER PLAYERS THROUGH CHAT


Research Question

How might we enhance the Clash of Clans user experience to improve player engagement, while also fostering long-term player retention?

GUR Methods + Findings

Interviewed 15 Participants

  • Explored how user experience in Clash of Clans can be improved during downtime

Playtested 3 Participants 

  • Evaluated what features the users utilize + don’t utilize

Online Research

COC lost 80% of its player base since its peak in 2014

  • Many players seem to believe that the game will soon die out

Users quitting due to the long amount of time it takes to upgrade their structures, heroes, and troops

Heroes have become crucial in many attack strategies

Long upgrade times prevent users from utilizing them in battles or clan wars

Game becoming Repetitive

The cycle of collecting loot, attacking, upgrading

“People had general burnout from Clash of Clans The gameplay itself was becoming repetitive” - Srishti Kabra

Game Changes

Clash of Clans removed the global chat

  • Once was a heavily used social hub where players would go to chat, make friends, and find clans

Pay-To-Win

Players believe clash of clans promotes a pay-to-win model

Not necessarily pay-to-win, but makes progression much faster

In terms up completing Town Hall 16 structure upgrades, players can save about a whole month of time

Competition

Other games to play that gained popularity

  • PUBG, Brawl Stars, Clash Royale

The chart assumes players have already completely maxed out their base from Town Hall 15

The total time to completely max base out Town Hall 16 base

Our Interview Questions

Do you still play Clash of Clans?

  • Why or why not?

What would a typical playthrough of Clash of Clans look like for you?

How do you feel about the duration of building and troop upgrades?

From our interviews and playtesting, we were able to affinity map the responses.

Affinity mapping aimed to organize interview insights into common pain points, typical game processes, ideas, and extra comments. We found lots of recurring data + a few splits and outliers.

Reason Why Users Don’t Play

Reason Why Users Play

"I LIKE MAKING MY BASE STRONGER"

〰️

“I FEEL LIKE I’M SO FAR INTO THE GAME THAT I HAVE TO KEEP PLAYING”

〰️

“I CHECK TO SEE IF MY FRIENDS ARE ONLINE TO MAYBE TALK TO THEM. IF NOT I UPGRADE AND COLLECT LOOT”

〰️

"I LIKE MAKING MY BASE STRONGER" 〰️ “I FEEL LIKE I’M SO FAR INTO THE GAME THAT I HAVE TO KEEP PLAYING” 〰️ “I CHECK TO SEE IF MY FRIENDS ARE ONLINE TO MAYBE TALK TO THEM. IF NOT I UPGRADE AND COLLECT LOOT” 〰️

“CLASH OF CLANS GETS TIRING FROM THINKING ABOUT ATTACKING STRATEGIES.”

〰️

“THERE’S NOT MUCH TO DO IN CLASH OF CLANS / BORING.”

〰️

“THE BUILD TIME IS TOO LONG AND THE GAME IS WAY TOO REPETITIVE” X4

〰️

“CLASH OF CLANS GETS TIRING FROM THINKING ABOUT ATTACKING STRATEGIES.” 〰️ “THERE’S NOT MUCH TO DO IN CLASH OF CLANS / BORING.” 〰️ “THE BUILD TIME IS TOO LONG AND THE GAME IS WAY TOO REPETITIVE” X4 〰️


Proposed Solution

How can we solve pain points with a single feature to increase player engagement and retention? Endless Mode!

Endless Mode

  • Survive the waves of troops and defend against increasingly powerful enemies

  • Rewards would be given after surpassing various levels

  • Bosses could also be incorporated to keep players coming back

  • Leaderboards foster social competition, engagement, & more rewards

Why Endless Mode?

  • Reduces repetition

  • Gives rewards

  • Combats time issues

  • Narrows the gap between P2P & F2P

  • Boosts Competition + Engagement

  • The idea is easily understandable (not new)

Designed on Figma

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