Professional Documents
Culture Documents
2020 Rosanna Lui Deck
2020 Rosanna Lui Deck
Currently:
Interest:
When I’m not working, I’m designing enamel pins for my side hustle,
looking of the best pickle recipe, and hanging out with my dog, Odin.
My Role
• Created the high-fidelity prototype and visual look to show
the full product experience and conducted user testing
• Conducted light user research: questionnaires,
competitive analysis, interviews, and persona creation
• user experience design including key user flows,
wireframes, and paper prototypes
Duration
9 Months
Project Type
Senior Capstone
How can we redefine people's
negative perceptions of bees?
Problem
The declining bee population puts our food security and
biodiversity at risk, but many people do not feel empowered
to protect them due to their negative experiences
and thoughts associated with them.
Solution
Bee Adventurous is an augmented reality app that
puts children in their local parks to help them safely
overcome their discomfort of bees and educate
them of their importance to our biodiversity.
Research
The goal of our research was to understand different perceptions
and experiences with bees. I created and distributed a survey among
people and beekeepers to understand how their attitude towards
bees may differ. We also conducted interviews with farmers,
beekeepers, educators, and environmental organizations to gain
insight for content and how to generate empathy for the species.
155 12 6
Survey Responses Semi-Structured Competitor
Interviews Product
The Process
Questionnaires - Word Cloud - Personas - Competitive Analysis - Interviews - Sketch - Paper Prototype - Storyboarding
- Visual Design - Interactive Prototype - Usability Testing - Trailer
Personas Key Insights
Based on our survey and interviews, we identified 3 different personas. We decided to prioritize teaching children about
We used these personas to design the app with the users in mind to how to safely interact with bees to help them
avoid getting our desire for features trump the user needs. develop a positive perception early on.
Primary Stakeholder
Target Age
Amy, Bee Anxious
The best age to teach children empathy is from
“I’m scared of them. If I see them in the house, 7- 9 years old according to educators at the Seattle
I will kill them.” Science Center.
We discovered that children from ages 6-10 usually do not own a phone and often
52%
use a parent’s phone. Some found the game easy or felt that the reading level Participants were
aged 6-10
was too advanced. We also learned that we need to include more game
mechanics to make the game more complex and fun.
91%
Liked the game
65%
Would play the
game again
Project Learnings
Target our persona better
Gathering input from children before creating the prototype will help us create a game that
interests them more, since our game was based on what stakeholders thought children would like.
Changing perceptions
We found that many children were attached to Beetrice and her storyline. Children also stated that they
were slightly less scared, but still uncomfortable with bees. If we had more time, I would like the user
to test the game for a longer period, compared to the 5 minutes each user spent in our initial testing.
CROBOT
Improving the onboarding Experience
Background
Crobot is a platform for engineers to organize and keep track of rules
for Github repositories. I collaborated with a lead engineer and two
designers to improve the overall usability and visual look of the product
My Role
• Focused on improving the playbook management system’s
user flow, visual look, and wireframes
• Developed the cognitive walkthrough questions and conducted
remote testing with 3 different software engineers
• Worked with the client to determine the minimum viable product
CROBOT Duration
3 Month
Project Type
Client
How can we improve the
current onboarding process
and reorganize the playbook?
Problem
Crobot has many usability issues that fail to convey it’s value
in the onboarding process of the app. The difficulty of navigating
the app increases the risk of users abandoning before
completing the onboarding.
Solution
To increase the usability of Crobot, we improved the user flow,
reorganized the playbooks and repositories,
and redesigned the app. The changes are intended to
make the app easier to use and inspire trust in new users.
Current Onboarding Process
The current interface does not show how many steps
are in the onboarding process. There are a few steps in
onboarding, but the user is unaware of this upfront.
Crobot’s interface looks like an unreputable site, so users
may not feel comfortable entering their information.
Redesigning the visuals could inspire trust among users.
The Process
Project Brief - Sketches - First Iteration - Second Iteration Prototype - Final Sketch Prototype - Cognitive Walkthrough
Iterating on designs
I proposed this design with my team and client I iterated on the design further and built out a new
for feedback and discovered the side navigation user flow for the playbook management.
might get unwieldy as the software expands.
0 = failed
0.5 = struggled
1 = succeeded
Task 1.5: Notice Main CTA’s 1 I’m more inclined to “add my first
playbook” secondary button, even
“What’s the first thing that though I have two options.
you would do here?”
My Role
• Created the paper prototype and high-fidelity prototype
to show the full product experience
• Conducted light user research: cultural probe kit,
interviews, and persona creation
• Redesign the high-fidelity prototype to reduce the
amount of clicks and tested with target users.
Duration
3 Months
Project Type
Class Project
What are the challenges that the
staff and students experience with
the current checkout system?
Problem
The current process of checking out equipment is analog,
repetitive, and tedious. It is time consuming for the staff
and the students to check out items.
Solution
Husky Checkout is an app that allows students to check out
IT equipment quickly and efficiently.
In collaboration with the UWB IT department, we identified
ways to improve the checkout system by removing the
paper process and developed an electronic system.
Current Checkout Process
To understand the current checkout system, we did a “fly on the wall” observation
of the checkout process for faculty and students.
Repetitive Task
Many staff reported that they did not
like repetitive tasks and paperwork
with the current checkout system as
it leaves room for human error.
Outside Stress
We found that stress doesn't correlate
with their work and generally felt
stressed towards the end of the week.
Keep testing
Run a more indepth usability study of the app’s final design with students
to see if it reduces the amount of time and repetitive nature of the checkout system.
Thank you! ✌
Feel free to reach out if you want
to collaborate on a project, see
more of my work, or talk about
the pronunciation of GIF!
rosanna.lui123@gmail.com