Application Design I Task 2

 

Application Design I

21/10/2025 - 21/11/2025 | Week 05 - Week 9

Jesslyn Octavia Tjong / 0374562 / Bachelor of Design (Honors) in Creative Media

Application Design I / Taylor's University

Table of Contents
I.  LECTURE
II. INSTRUCTION
III. FEEDBACK
IV. REFLECTION
V. QUICK LINKS

I. LECTURE

Lecture 5 – Introduction to User Experience (UX)

Why UX Matters

  • Poor UX causes major sales loss because users can’t find what they need.

  • Good UX influences users more than advertising.

  • Usability affects all types of people regardless of background.

Core Idea of UX Research

  • The value is in the process, not the final artifact.

  • Good UX focuses on clarity, not just adding features.

  • Designers must care, listen, and avoid personal bias.

What UX Research Does

  • Understands user behaviors, emotions, motivations, and pain points.

  • Uses the right methods at the right stage of product development.

  • Ensures designs are grounded in real user needs, not assumptions.

Good vs Bad UX Research

  • Good research includes real users and diverse perspectives.

  • Bad research excludes users and relies only on personal opinions or outsourcing.

  • Designers must be involved so the insights become “muscle memory.”

UX Research Throughout Product Development

  • Research starts before any sketch is drawn.

  • Validates early concepts to reduce wasted effort.

  • Continues through prototypes, design iterations, launch, and post-launch.

  • Guides future improvements based on real user feedback.

Value of UX Research

  • Helps teams understand what users truly want.

  • Supports smarter design decisions.

  • Reduces redesign costs and speeds up development.

  • Builds trust between users and the company.

The UX Research Cycle

  • Define objectives

  • Form hypotheses

  • Select research methods

  • Collect data

  • Synthesise insights & find opportunities

Types of UX Research

  • Qualitative: why users behave a certain way

  • Quantitative: what users do in measurable terms

  • Attitudinal: what users say they feel

  • Behavioral: what users actually do

Interviews
  • One-on-one conversations to understand user motivations, emotions, and real experiences.

  • Helps reveal why users behave a certain way.

  • Capture both what they say (answers) and how they act (tone, body language).

  • Best for deep insights and discovering hidden pain points.

  • Notes should focus on:
    • key quotes
    • emotions
    • frustrations
    • motivations
    • unexpected behaviours

Surveys
  • Online questionnaires for quick, large-scale data.

  • Helps measure what users do in numbers (patterns, preferences, demographics).

  • Good for validating trends found in interviews.

  • Notes should focus on:
    • standout percentages
    • repeated patterns
    • contradictions vs interviews
    • feature preferences
    • problem areas users commonly report


Lecture 06 – UI/UX Design Document (User Persona)

Purpose of User Persona:

  • Understand user needs for crafting problem statements

  • Guide intelligent design decisions

  • Identify user pain points to improve engagement and retention

  • Help prioritize features based on user impact

Benefits of Personas:

  • Increased Adoption: Addresses pain points to keep users engaged

  • Increased Retention: Product improvements reduce churn

  • Better Prioritization: Score features against personas to prioritize effectively

How Personas Influence Product Decisions:

  • Encourage collaborative creation for diverse perspectives

  • Inform design strategy by understanding real user behaviors and goals

Qualities of an Effective Persona:

  1. Use Real Data: Surveys, interviews, and customer stories

  2. Focus on the Present: Avoid assumptions and stereotypes

  3. Context-Specific: Include only relevant info for your product

  4. Avoid Biases: Focus on behavior, motivations, and reasoning

Key Persona Questions:

  • Who are the ideal customers?

  • What behavioral trends do users show?

  • What are their requirements and goals?

  • What challenges or pain points do they face?

Persona Components:

  1. Persona: Main character with attitudes, motivations, goals, pain points

  2. Scenario: When, where, and how the persona interacts with the app

  3. Goal: Motivation driving the persona’s actions

User Persona Creation Resources:

  • Personas 101 – YouTube

  • How To Create a User Persona – YouTube

  • UI/UX Design Thinking Process – YouTube

Information Architecture:

  • Card Sorting: Explain process and outcomes

  • Information Architecture Map: Outline main content and features

  • User Flow Chart: Describe content structure for usability


Lecture 07 – UI/UX Design Document (User Journey Map -Digital Card Sorting)

User Journey Map (UJM):

  • Shows steps a user takes to reach a goal

  • Helps designers understand user experience and emotions

  • Highlights pain points and frustrations

  • Guides content, features, and functionality

Benefits:

  • Understands user behavior and needs

  • Shows what users think and feel

  • Prioritizes key features and smooth flow

  • Reveals potential errors or technical issues

  • Visualizes the product’s vision

How to Create UJM:

  1. Conduct research (interviews, observation)

  2. Document the step-by-step journey

  3. Arrange actions in order (timeline)

  4. Connect to user personas and business goals

  5. Use digital tools to create the map

Steps (6 Criteria):

  • Who: Persona

  • What: Goals/tasks

  • Role: Emotional & functional aspects

  • Style: Sketch or visualize

  • Steps: Write/sketch actions

  • Do it digitally: Use software/platform

Journey Map Elements:

  • Phases: Discovery → Research → Planning → Booking → During → Post-Trip

  • Actions: What the user does

  • Touchpoints: Interaction points (app, email, website)

  • Needs & Pains: User requirements & problems

  • Emotions: Mood (Delighted – Neutral – Frustrated)

  • Solutions: Ideas to improve experience

Lecture 08 –  UI/UX Design Document (Site Map & User Flow Diagram)

Site Map:

  • Shows how pages relate to the app/website hierarchy

  • Guides user attention and organizes content logically

  • Visual map of pages/content with nodes and connections

  • Helps create intuitive organization using card sorting insights

Example Sections:

  • Home → Products/Services → Product Details → Cart → Checkout → Payment

  • About Us → Our Story, Vision, Team

  • Contact → Email Form, Social Media

  • Footer → Terms, Blog, Contact

User Flow:

  • Visualizes steps a user takes to complete a task or goal

  • Focuses on specific user actions within the product

  • Can have multiple paths depending on user choices

  • Helps identify issues, improve usability, and optimize experience

Benefits of User Flow:

  • Shows clear sequence of screens/pages

  • Acts as a shared blueprint for team understanding

  • Framework for refining UX

  • Supports user testing and scenario creation

  • Detects potential pain points before users face them

Differences Between User Journey & User Flow:

  • User Journey: Covers the entire user experience, including emotions, motivations, and actions outside the app

  • User Flow: Focuses on micro-level steps, decisions, and actions within the app or website

CONCLUSION 

UI/UX Design Document – Introduction & User Research
  • Purpose & Scope: Explain the document’s goal and coverage
  • Target Audience: Identify Intended app users
  • Problem Statement: Defne the issue the app addresses
  • App Weaknesses: Highlight UX/UI limitations
  • Surveys and interviews with detailed analysis
  • User Personas representing target users
  • User Journey Map showing user interaction steps
  • Research insights guiding design decisions

 II. INSTRUCTION



Application Design "Joox Revamp"

I explored how Joox can better support Asian artists and fans by making monetization fairer and music discovery more personal. Through surveys, interviews, and competitor research, I learned that music deeply shapes emotions, memories, and social connections, and that fans value concerts, collectibles, and meaningful engagement with artists.

Based on insights, I created personas, journey maps, and a cleaned-up sitemap, reorganizing Joox into Discover / Search / VIP & Rewards / Fan Universe / Account, with a focus on mood-driven playlists, fan activities, and easy-to-use tools for both artists and listeners.


Key Takeaways
  • Music is crucial for emotional well-being and vice versa. So, mood-driven playlists and reflective experiences help fans feel truly understood.
  • Fans love connecting with each other and their favorite artists. Fan rooms, co-listening, and creative tools turn casual listening into meaningful experiences.
  • Simplifying navigation and personalizing discovery helps fans find music they love effortlessly while giving artists new ways to be seen and supported.
  • Competitor insights inspired the creation of smart playlists, visual content, and artist analytics, making music discovery both fun and valuable.
  • The new design creates opportunities for artists to earn fairly, grow their careers, and build genuine connections with fans.
To know more visit :


III. FEEDBACK

Week 5 | 
Do card sorting based on the app(Joox) and its competitors. Prepared questions for surveys and interviews

Week 6 | 
Got feedback regarding the questions, and turns out, it's not supposed to be based on the app but the user understanding, user habits, and user preferences, so I had to readjust the questions and cut any questions that link to an app. Once done, I interviewed five people within the same week.

Week 7 | 
Developed personas from the five interviews conducted. As long it ranges from high to mid and to low intensity based on the interviews and affinity diagrams provided, the personas would be complete and relevant to the case.

Week 8 | 
Journey Map and Sitemap are needed to understand user flow. These user flow charts will also determine the possible cases of opportunities to be added and discarded because of the massive feedback provided and fan features that wanted to be added.

Week 9 | 
Before we end the User Research stage, we must update the card sorting and revise all our information into the slides in order to cross check.


IV. REFLECTION

Experience:

This project helped me understand how design, research, and usability come together to shape a digital product. Analyzing JOOX and seeing how real users interact with it was both challenging and rewarding. I learned how design thinking connects business goals, user needs, and creative vision. Building my proposal pushed me to consider how visual consistency, engagement, usability, and emotional connection affect both fans and artists on a streaming platform. It was my first real chance to practice UX end-to-end, from research to concept.


Observations:

I noticed how every design choice impacts the overall experience, from navigation layouts to content presentation. JOOX has strong community potential, but it wasn’t clear how artists connect with fans emotionally. Working through each section helped me see the balance between entertainment, usability, and emotional engagement. I also learned how to combine analytical research with creative problem-solving to build features that feel purposeful, intuitive, and emotionally resonant.


Findings:

The biggest lesson is that clarity, connection, and emotional resonance are key in UX design. Even an engaging app like JOOX can lose value if the interface feels cluttered, one-sided, or detached from users’ feelings. Small usability improvements, mood-based features, and thoughtful design can create real opportunities for artist visibility and deeper fan engagement. Studying apps like Netflix, Tinder, and Duolingo taught me how research-driven, creative solutions can make digital experiences meaningful, fun, and emotionally engaging.

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