Ng Kar Yee / 0367743
Bachelor of Design (Honours) in Creative Media
UX Design / Final Compilation & Reflection
INTRODUCTION
WEEK 01
On our first day, Mr Sylvain gave us a brief introduction on the module and told us what
to expect for the current semester. He gave us a brief introduction
on the module information booklet and discussed about the weekly
lesson plan. We were introduced to focuses on analysis, design prototyping and evaluation of multimedia, multi-modal and multi-platform user
interfaces that are easy to use and support great experience. The learning and teaching approach for
the module will be blended learning, with students engaging with contents during lecture and assigned
designated topics in flipped classrooms.
EXERCISE⇒ UX CASE STUDY
For the exercise, Mr Sylvain introduced UX Case Study to us where we need to select a case study where UX design played a critical role in the
success or failure of the product/service.
EXERCISE INSTRUCTION
Research and Analyze: Research the case study and identify the characteristics of good and bad UX design in the scenario. Consider aspects such as usability, accessibility, visual design, information architecture, and user feedback. Collect screenshots or images to illustrate your points.Create a Google Slides Presentation: Create a Google Slides presentation with a minimum of 6 slides to present your findings
The presentation should include:
- Title Slide: Include a title slide that Introduces the case study and your analysis.
- Design audit brief: Provide an overview of the case study and the UX design aspects that were successful or unsuccessful
- Characteristics of Good UX Design: List and explain the key characteristics of good UX design that were present in the case study.
- Characteristics of Bad UX Design: List and explain the key characteristics of bad UX design that were present in the case study
- Conclusion: Summarize your findings and offer recommendations for how the UX design could have been improved in the scenario.
- Content: The presentation should be clear, concise with a focus on communicating the key takeaways from the case study and the analysis of good and bad UX design.
- Assessment: The assessment of each student's presentation will be based on the clarity and effectiveness of the communication, the depth and quality of the analysis, and the adherence to the presentation guidelines.
WEEK 02 ~ 03
During Weeks 2 and 3, I choose to conduct an analysis on GrabFood, a leading on-demand food delivery platform in Southeast Asia. The study examined how UX design influences user trust, efficiency, and satisfaction within a time-sensitive service.Purpose and Objectives
The purpose of this study was to understand how design decisions affect user behaviour in real-world, high-pressure scenarios such as ordering food. The objective was to analyse the end-to-end user experience across multiple stages, identifying both strengths and pain points.
Focus Areas of Analysis
Usability- Observing how intuitive and efficient the ordering flow is
- Considering readability, interaction clarity, and inclusiveness
- Analysing hierarchy, consistency, and affordances
- Reviewing how content and options are structured
- Examining confirmation states, tracking updates, and error handling
FINAL UX CASE STUDY PRESENTATION SLIDE
UX Design Exercise GrabFood Delivery by Rainn
PROJECT 1 ~ 3⇒ UX DESIGN ON AR COOK SYSTEM
For projects, Mr Sylvain introduced UX Case Study to us where we need to select a case study where UX design played a critical role in the
success or failure of the product/service. We are also needed to
research the case study and identify the characteristics of good and
bad UX design in the scenario.
WEEK 04 ~ 14
USER RESEARCH
The primary target audience for this study was culinary students who regularly participate in practical kitchen sessions. This includes students who are required to cook under time constraints, work in shared kitchen environments, and complete practical assessments or examinations. These students were selected as they experience high cognitive load, physical risk, and performance pressure, making them an ideal group for evaluating the potential impact of an AR-based cooking assistance system.
AFFINITY MAPPING
1. Survey-Based Insights
Findings from the questionnaire revealed several recurring challenges experienced by students during cooking practice. Common issues included difficulty remembering cooking steps, managing time effectively, controlling heat and temperature, accurately measuring ingredients, and maintaining correct techniques.2. Interview-Based Insights
The interview sessions provided deeper context to the survey findings. Students shared experiences of physical fatigue, safety concerns, cluttered and crowded kitchen spaces, and inconsistent cooking outcomes. Challenges related to teamwork, task coordination, and plating under pressure were also frequently mentioned. Emotional responses such as anxiety, embarrassment, fear of making mistakes, and stress during evaluations emerged as strong themes, reinforcing the importance of emotional and psychological factors in the cooking learning process.3. Iterative Affinity Mapping Process
All insights gathered from both research methods were synthesised through an iterative affinity mapping process. We began with unstructured scratch notes, gradually grouping related observations into meaningful clusters. Through multiple rounds of refinement, core problem themes were identified, including cognitive overload, lack of real-time feedback, safety risks, performance anxiety, and time pressure. This process helped transform raw research data into clear and actionable design insights.3. How Might We (HMW) Questions
Based on the clustered insights from affinity mapping, we reframed key challenges into a series of How Might We (HMW) questions. This step shifted the focus from problem identification to opportunity exploration, encouraging solution-oriented thinking.STAKEHOLDER MAP
To better understand the broader ecosystem in which the AR cooking system would operate, a comprehensive stakeholder map was created. This exercise helped identify all individuals and groups involved in or affected by culinary education and kitchen operations.1. Inside the Organisation
Within the organisation, culinary students were identified as the primary stakeholders. Secondary stakeholders included kitchen lab assistants, culinary instructors, technicians, programme directors, and safety officers, all of whom play roles in managing learning, equipment, and safety. Tertiary stakeholders such as school representatives, cleaners, parents, and insurance bodies were also considered, as they influence operational policies, maintenance, and risk management.2. Outside the Organisation
Outside the institution, external stakeholders included partner culinary institutes, software developers, designers, AR hardware manufacturers, and food suppliers. Broader tertiary stakeholders such as restaurants, training consultants, future students, investors, and the general public were mapped to understand the system’s long-term educational and industry impact. This stakeholder mapping process clarified overlapping responsibilities, expectations, and constraints across the ecosystem.USER JOURNEY MAPPING
Based on the research insights, three personas were developed to represent different skill levels and learning needs, Hana Lee, a beginner cook who requires clear guidance, reassurance, and structured support. Stella Chan, an amateur cook focused on improving efficiency, consistency, and multitasking. Adora Montminy, an experienced chef seeking refinement, precision, and minimal disruptionUser journey mapping was then applied to visualise each persona’s emotional state, pain points, and opportunities across key stages such as preparation, active cooking, and evaluation. This process highlighted moments of frustration, stress, and confusion, allowing the team to align design interventions with real points of friction in the cooking experience.
IDEATION
With a strong research foundation established, the project moved into the ideation phase. We collaboratively reviewed all HMW questions and prioritised those that addressed the most critical user challenges. Particular attention was given to issues related to safety, confidence-building, time management, real-time feedback, and adaptability across skill levels. These prioritised questions were then translated into initial feature concepts for the AR cooking system, ensuring that each idea was grounded in user needs and realistic within a university kitchen environment.1. 2×2 Impact–Effort Matrix
To refine the feature set, a 2×2 Impact–Effort Matrix was used to evaluate each concept based on its potential user value and development complexity. This helped the team identify features that offered high impact while remaining feasible within project constraints. Core priorities focused on execution guidance, safety monitoring, feedback mechanisms, and pacing support, ensuring that the system addressed the most pressing pain points faced by culinary students.2. MoSCoW Method
The MoSCoW framework was then applied to categorise features into Must Have, Should Have, Could Have, and Won’t Have. This method supported scope control by distinguishing essential system functions from optional enhancements, preventing feature overload while preserving core user value.Features that consistently addressed multiple personas and appeared across several HMW questions were selected as common key components. This step ensured coherence across the system and reinforced the relevance of each feature to different user needs and skill levels.
PROPOSED MAIN FEATURES
The final proposed features for the AR cooking system include,AR Step Overlay
Step-by-step visual guidance is projected directly onto the workstation, helping users follow recipes sequentially. This reduces cognitive load, prevents missed steps, and supports multitasking during cooking.Safety Alert and Orientation Overlay
Real-time visual and auditory alerts warn users of unsafe actions, temperature risks, or proximity to hazardous equipment. This feature reduces injury risk while also easing the monitoring burden on instructors.Projection Timer and Clock
A hands-free projected timer and clock provide constant time awareness, supporting precision cooking, pacing, and effective task management during assessments.Basic Real-Time Technique Correction
A minimal computer vision system detects major technique errors, such as incorrect knife grip or improper burner use. This helps users correct mistakes early and reinforces proper habits.Instructor Oversight Tools
A simplified dashboard allows instructors to monitor essential metrics, including remaining time, current cooking stage, and safety alerts, enabling timely and targeted intervention.Customisable Interface (Skill Toggle)
Users can adjust the level of guidance displayed, allowing beginners to access full support while more experienced users reduce visual clutter. This ensures the system remains useful as skills progress.FINAL OUTPUT
Winnie and Yanny were responsible for the poster design, including UI panels and mascot development. The website was collaboratively developed by Guoying, Melvin, and Winnie. Melvin and I worked together on the storyboard for the animation, ensuring that the narrative clearly communicated user problems and system solutions. Melvin and Guoying handled the animation production, while I was responsible for the sound design and overall refinement of the video.
STORYBOARD
The storyboard was collaboratively developed by Melvin and myself to visualise how the AR Cook system would be communicated through motion and narrative. The primary goal of the storyboard was to clearly translate the UX concept into a time-based sequence that demonstrates user pain points, system intervention, and the resulting improvement in the cooking experience.
SOUND DESIGN
The sound design was curated to support the storytelling and emotional tone of the animation while remaining subtle and non-intrusive. All sound assets were sourced from YouTube, focusing on royalty-free or publicly available audio that matched the pacing and context of each scene.The sound list was organised according to the storyboard sequence, ensuring that each audio element reinforced the intended user experience. Ambient kitchen sounds were used to establish realism in the cooking environment, while softer background music was selected to gradually shift the mood from stress to control as the AR system was introduced. Interface-related sound cues were chosen to be minimal and functional, providing clarity without distracting from the visual information.
FINAL POSTER
FINAL ANIMATION
Youtube Link
FIGMA LINK
https://www.figma.com/design/DfKOP0MgRXQ7nlZjVAlMXT/UX-Design?node-id=363-2&t=85CWbDL6sP6x7vVE-1
PROPOSAL PRESENTATION SLIDE
UX Design Proposal by Yanny LinFINAL PRESENTATION SLIDE
UX Design Final Presentation by AGuyNamedFMIRO BOARD LINK
LINK TO GOOGLE DRIVE SUBMISSION (DOC / PDF)
FEEDBACK
PRESENTATION FEEDBACK FOR AR COOK APPLICATION
1. General Reception & Structure
2. Defining Skill Levels and User Assessment
3. Managing Multitasking in the Kitchen
4. Crisis Management & Emergency Protocols
REFLECTION
EXPERIENCES
OBSERVATIONS
One key observation during this project was the importance of grounding design decisions in validated user insights rather than assumptions. The affinity mapping process revealed that many user challenges were not purely technical, but cognitive and emotional in nature. Issues such as cognitive overload, lack of real-time reassurance, and hesitation to ask for help significantly shaped how the AR system needed to function. This reinforced the idea that effective UX design must address both functional efficiency and emotional support.
Another important observation was how prioritisation frameworks influenced the final outcome. Using tools such as the Impact–Effort Matrix and MoSCoW method helped the team make realistic decisions within project constraints. While many feature ideas were desirable, only those that delivered high user value while remaining feasible were carried forward. I also observed how collaboration across different deliverables required clear role definition; misalignment in one output, such as animation pacing or sound design, could weaken the overall communication of the UX concept. This highlighted the interconnected nature of UX, motion, and narrative design.
FINDINGS
One of the main findings from this project was that UX design for learning environments requires a strong balance between clarity, adaptability, and restraint. Rather than overwhelming users with excessive information, the AR Cook system focuses on delivering the right guidance at the right moment. This aligns closely with UX principles of reducing cognitive load and supporting progressive skill development. I learned that designing for beginners and more experienced users within the same system requires flexibility, not additional complexity.
The project also reinforced the value of structured UX methodologies. Research synthesis, persona creation, journey mapping, and prioritisation frameworks provided a clear foundation for ideation and prevented the design process from becoming feature-driven rather than user-driven. On a personal level, this project strengthened my confidence in conducting UX research, translating insights into design decisions, and collaborating across disciplines. Overall, the experience highlighted the importance of iteration, communication, and user empathy in creating meaningful and practical UX solutions.
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