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I am a UX enthusiast, a research fanatic, a communicator and a collaborator.

After over a decade of working in the graphic design industry, I now focus on user experience and user research. With a background in Psychology and an MSc in Human-Computer Interaction, I bring together my experience in design with my curiosity about people, their behaviour and the experiences we create for them.

What draws me most to UX is the opportunity to ask questions, understand why people behave the way they do and turn those insights into better experiences. I genuinely believe that with empathy, we can not only create usable, equitable and enjoyable products but also make a change in the world.

You can find more about my experience, education and professional background on LinkedIn by clicking my name in the top-left corner or, more conveniently, by clicking here.

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Background artwork was created using photos made by freepik and rawpixel.com on Freepik.

UX Research & Design

Case Studies

  • 01

    Nutrition Calculator App

    Linear case study

  • 02

    Sign-up Process for a Cryptocurrency Exchange

    Showcasing some hiccups (less boring)

  • 03

    ReConnect Deposit Return app

    Part of an MSc HCI User-Centered Design module project (academic write-up)

Case Study 1
Nutrition Calculator App

Project overview

The product:

Nutrition calculators are currently less prevalent in the market, creating an opportunity for restaurants to stand out by providing accessible nutritional information about their dishes. Designed for a modern restaurant, the app responds to growing health-conscious trends and aims to enhance customer satisfaction while positively influencing the restaurant's brand image.

The problem:

Restaurant-goers with dietary requirements need information about restaurant dishes that is easy to access and understand.

The goal:

Design a nutrition calculator app that allows users to view the nutritional values of individual dishes and calculate the cumulative nutritional values of selected items.

Responsibilities:

Conducting interviews, preparing surveys, creating paper and digital wireframes, developing low and high-fidelity prototypes, conducting usability studies, considering accessibility and iterating on designs.

Understanding the User: Empathising

User research summary

I conducted interviews and created empathy maps to better understand restaurant-goers and their needs. Through this research, I identified two main groups: customers who are health-conscious by choice and follow a particular diet, and those whose dietary requirements are related to an illness, allergy or intolerance. The research confirmed some of my initial assumptions but also revealed that not knowing the nutritional values of restaurant dishes was only one of the challenges faced by people with dietary requirements. Other difficulties included finding restaurants that provide nutritional information and the frustration of needing assistance to identify dishes that meet their dietary needs while dining out.

Identifying pain points

Using empathy maps to understand what users think, say, do and feel, I identified the following pain points:

Limited Availability

Restaurant-goers in Dublin have difficulty finding restaurants that provide nutritional information through their apps.

Information Architecture

Text-heavy nutritional information can be difficult to read and understand. Poorly structured information can make it harder for users to find and interpret what they need.

Limited Functionality

The lack of cumulative calculations and complicated search functions can frustrate users and create a negative experience.

Accessibility

Limited accessibility features can make nutritional information more difficult to access for users who rely on assistive technologies.

Personas representing key user groups

User stories

User journey maps

User journey maps, built around the personas and their stories, helped me better understand the experience from the users' perspective.
For example, mapping Charles' journey highlighted the value of an easy-to-understand nutrition calculator with simple search, filtering and suggestion features.

User journey map in table form

Defining User Problems

Problem statements

Charles is a health-conscious adult who needs a quick way to assess the nutritional value of his meal because he wants to manage his calorie intake and stay on track with his diet.

Prisha is an adult with diabetes who needs an easy way to identify suitable meals because she wants to make informed choices while managing her dietary needs.

Together, these problem statements highlighted the need for a solution that supports both preference-based and health-related dietary requirements while making nutritional information quick and easy to understand.

Value proposition

The app provides easy-to-understand nutritional information for individual dishes and combinations of dishes, with filtering and suggestions to help users find options that meet their specific dietary requirements.

Notes for value proposition overlayed on post it background created by Freepik.

The design process

Ideation

After conducting a Competitive Audit (click here to view) and summarising the findings in a Competitive Audit Report (click here to view), I identified gaps, potential solutions and opportunities. Ideation then took off with the "How Might We" exercise, based on the problem statements, followed by Crazy Eights to quickly generate and compare different design ideas. I then created a goal statement to define the scope and purpose of the design. The statement outlined that the Nutrition Calculator app would provide health-conscious users and those with dietary restrictions with nutritional information about individual dishes, as well as cumulative nutritional information for multiple selected dishes. The effectiveness and usability of the design would be evaluated through task completion time, user error rates and user feedback.

Starting the design

To anticipate user needs when interacting with the product, I developed a user flow to map the paths users could take through the app and identify the steps needed to complete key tasks.

User flow

Then I created storyboards to explore the user's experience with the product. The 'big picture' storyboard shown here focuses on Charles' needs, the context in which he would use the app and why the product would be useful to him. The 'close-up' storyboard below was developed later in the design process, focusing on the product itself and how Charles would interact with it.

The next step was to create paper wireframes. Drafting iterations of each app screen on paper helped me explore different layouts and ensure that the elements carried forward into the digital wireframes addressed the user pain points identified during research. For the home screen, I emphasised quick access to the menu, filters and search options.

As the initial design phase continued and the information architecture was defined, I created additional paper wireframes before moving on to digital wireframes. Throughout this process, I kept Gestalt principles in mind and used the previously identified user needs and pain points to guide the screen designs.

Low-fidelity prototype

Easy access to nutritional information while browsing the menu was a key user need to address.

The low-fidelity prototype brought the primary user flow together, allowing users to view nutritional information, filter and search the menu, and access additional information about dishes and their nutritional values at any point in the user flow.

Usability Study 1

Research study plan

  • Title: User Behaviour Patterns and Preferences for the Nutrition Calculator app
  • Author: Timea Osz, UXR
  • Date: 20 August 2022
  • Project Background: The project involved creating a nutrition calculator app for a modern restaurant to provide customers with nutritional information about restaurant dishes and allow them to calculate cumulative nutritional values. The goal was to create a competitive product that addressed the needs of health-conscious customers and those with dietary requirements, while enhancing customer satisfaction and positively affecting the restaurant's brand image, potentially leading to increased sales and bookings.
  • Research Goals: The study aimed to evaluate how easily users can navigate the Nutrition Calculator app and complete its core tasks, identify where they encounter difficulties, and understand their overall perception of the app's usability.
  • How long does it take users to find the nutritional information for a particular dish?
  • How successfully can users navigate the app and complete its core tasks?
  • Where do users encounter difficulties or become stuck?
  • How easy or difficult do users perceive the app to be?
  • What changes could improve the user experience?
  • Time on task: How long it takes users to find the nutritional information for a particular dish
  • Task difficulties: How often users get stuck while completing core tasks
  • Perceived usability: Post-study questionnaire adapted from the System Usability Scale (SUS), assessing users' perceptions of the app's usability, navigation and clarity
  • Study type: Remote, unmoderated usability study with screen and narration recording, task-based prompts and post-task questions
  • Location: Ireland, remote (participants will complete the study in their own homes)
  • Date: Sessions took place on 1 October 2022
  • Sample: 5 participants (convenience sample)
  • Length: Each session lasted approximately 15–20 minutes, including the task prompts and post-study usability questionnaire
  • Dine out at least once a month
  • Aged between 18 and 65
  • Reside in an urban or suburban area
  • Accessibility considerations: The sample included one participant with dyslexia and one participant with an auditory impairment
  • Incentive: €50 restaurant gift card for completion
  • Prior to the unmoderated usability study, participants were provided with an information sheet outlining the research study, their right to withdraw, and how their data would be used and stored. Contact details were also be provided in case participants had any concerns or questions. Participants then received a non-disclosure agreement and a consent form, followed separately by the test link.
  • During the unmoderated usability study, participants' screens and narration were recorded, and the following prompts and follow-up questions appeared on screen:
  • ● Prompt 1: From the home screen, try to search for a particular dish.

    ○ Prompt 1 follow-up: How easy or difficult was this task? Would you change anything about the process?

    ● Prompt 2: Enlarge the image of a dish.

    ○ Prompt 2 follow-up: How easy or difficult was this task? Would you change anything?

    ● Prompt 3: Close the image and go through all sections of the menu (starters, mains, desserts, drinks) and view the detailed nutritional information for a dish you are about to order.

    ○ Prompt 3 follow-up: How easy or difficult was it to navigate the menu? Would you change anything?

    ● Prompt 4: Go back to the menu, view and interact with the TOTAL nutrition section, and find out more information about a pre-selected dish.

    ○ Prompt 4 follow-up: How easy or difficult was it to understand that the TOTAL section showed the cumulative nutritional values of multiple selected dishes? How easy or difficult was it to view the individual dishes included in the calculation? Is there anything you would change?

    ● Prompt 5: Let the app know that you can only consume 600 kcal.

    ○ Prompt 5 follow-up: How easy or difficult was this task? Would you change anything?

    ● Prompt 6: Edit your profile.

    ○ Prompt 6 follow-up: How easy or difficult was this task? Would you change anything?

    ● Prompt 7: What are your thoughts about the Nutrition Calculator app? What did you like or dislike about it?

  • After the unmoderated usability study, participants completed a 10-item usability questionnaire adapted from the System Usability Scale (SUS), with additional app-specific statements addressing navigation and the clarity of nutritional information. The statements appeared in a randomised order, and responses were recorded on a five-point agreement scale ranging from “Strongly disagree” to “Strongly agree”:
  • ○ The main user flow was clear.

    ○ I found the app unnecessarily complex.

    ○ I think the app was easy to use.

    ○ I would probably need the help of a technical person to be able to use this app.

    ○ I found the app easy to navigate.

    ○ There was inconsistency within the app.

    ○ I felt confident using the app.

    ○ I needed to learn many things before I could start using this app.

    ○ The nutritional information was easy to understand.

    ○ It was difficult to understand exactly what the nutrition calculator was showing.

Conducting the Study

After completing the research plan, I tested the low-fidelity prototype of the Restaurant Nutrition Calculator App through an unmoderated usability study. Participants received a link to the prototype test, during which their screens and narration were recorded. I reviewed the recordings and documented my observations using a note-taking spreadsheet. Each participant had a separate sheet where I recorded their click path, observations, quotes, task completion ratings, and time on task for each task, as well as the time taken to find nutritional information for a particular dish. (View usability study notes) Participants were anonymised, and the recordings were later destroyed.

Analysing and Synthesising Research Results

Based on my notes, I created an affinity diagram to organise and synthesise the qualitative data, first into clusters and then into groups based on recurring themes and relationships. While sorting qualitative data is never easy, identifying patterns across participants greatly aided my understanding and interpretation of the findings. It helped me distinguish recurring usability problems from isolated difficulties and determine which issues required the most attention.

post its showing colourful clusters organised into groups
The following themes were identified:
mobile phone screens showing difficult elements

Detailed information was difficult to access.

Supporting evidence from the usability study:

● 4 out of 5 participants were either unable to access detailed information or took a long time to determine how to reach it.

● Participants tended to click on the text when trying to access detailed information.

Participant 2:

I should be able to just click on the dish.

mobile phone screens showing difficult elements

Enlarging dish images was difficult.

Supporting evidence from the usability study:

● 5 out of 5 participants were unable to complete the task on their first attempt.

● The interaction was not intuitive for participants, who expected the image itself to be clickable rather than relying on the magnifying icon.

Participant 3:

Would have expected clicking on the image would show the large image.

mobile phone screens showing difficult elements

The filtering option was not prominent enough.

Supporting evidence from the usability study:

● 3 out of 5 participants had difficulty applying a calorie limit to the dishes.

● Some participants tried different paths through the app to find the filtering option.

Participant 4:

This is a great thing, it will help me with my diet, but only if I find it easily.

To generate meaningful insights based on real data, answer the research questions, and drive direct action to improve the user experience, I prioritised the findings to determine which usability problems required the most attention. I ranked the identified issues by severity, from P0 issues that prevented task completion and P1 issues that significantly hindered it, to P2 and P3 issues representing progressively less severe usability problems. I then focused primarily on the P0 and P1 findings when developing the following actionable insights:

Participants expected direct access to detailed dish information.
Participants generally expected to access detailed information by interacting directly with the dish or its text, both in the menu and among the pre-selected items within the Total Nutrition section.
Participants expected to interact directly with dish images.
When attempting to enlarge a dish image, participants tended to click directly on the image rather than the magnifying icon, revealing a mismatch between the designed interaction and their expectations.
Participants expected filtering to be easier to discover.
Participants who had difficulty applying a calorie limit tried different paths through the app to find the filtering option, indicating that its location did not match where they expected to find it.

Recommendations

Make the clickable area for detailed information larger by including the entire text area.

Make the entire preview image clickable.

Consider additional locations from which users can access filtering.

Continuing the Design Process

Mockups and High-fidelity Prototype

After the first usability study, I incorporated the research findings and recommendations into the next design iteration. I reviewed the filtering option and explored additional paths for users to access it. I also increased the clickable areas of dish images and descriptions to better align the interactions with participants' expectations.

As I moved from the low-fidelity prototype to mockups and the high-fidelity prototype, I created a sticker sheet to help define the overall look and feel of the design and maintain visual consistency across the app.

sticker sheet showing elements of prototype

Usability Study 2

To test the high-fidelity prototype, I conducted a second usability study with five new participants, using a methodology similar to the first study, but this time with moderated usability testing. The unmoderated format of the first study had provided limited qualitative insight, as participants tended to narrate very little while completing the tasks independently. Moderated testing allowed me to ask follow-up questions and gain a deeper understanding of participants' behaviours, expectations and difficulties as they interacted with the prototype.

Pattern Identification

Returning to the Total Nutrition section was difficult. 4 out of 5 participants needed help returning to the Total Nutrition section after viewing the full-screen menu, indicating a recurring navigation difficulty.

The Total Nutrition section occupied too much screen space while browsing. 3 out of 5 participants found the Total Nutrition section too large when they started browsing the menu, suggesting that it interfered with their ability to explore the menu comfortably.

Filtering did not behave as participants expected. 3 out of 5 participants expected to see a filtered version of the full menu after applying filtering options, rather than only receiving suggestions. This revealed an expectation for greater control over how filtered results could be viewed, indicating a mismatch between the existing filtering behaviour and participants' expectations.

Participants expected profile items to be directly editable. 3 out of 5 participants attempted to edit their profiles by clicking directly on individual profile items rather than using the "Edit Profile" button.

The top menu buttons were helpful to some participants. 3 out of 5 participants found the buttons at the top of the menu helpful.

The purpose of the "Add" button was unclear. 3 out of 5 participants questioned whether the "Add" button would add dishes to the nutrition calculator, indicating that its function was not immediately clear.

Insight Identification and Recommendations

P0

Based on the theme that participants had difficulty navigating back to the Total Nutrition section after viewing the full-screen menu, the insight was that they needed a clear and persistent way to return to it, leading to the recommendation to add a visible reference to the Total Nutrition section at the bottom of the screen that would bring the section back up when selected.

P0

Based on the theme that participants were confused about the function of the "Add" button, the insight was that its purpose was not immediately clear, leading to the recommendation to better explain that it adds dishes to the nutrition calculator.

P1

Based on the theme that participants found the Total Nutrition section took up too much screen space while browsing the menu, the insight was that they needed more space to explore the menu without losing access to their nutritional information, leading to the recommendation to reduce the size of the Total Nutrition section and display its details only when users choose to view them.

P1

Based on the theme that participants expected to see a filtered version of the full menu rather than only receiving suggestions, the insight was that they wanted greater control over how they could view the results of their selected filters, leading to the recommendation to add a "View filtered menu" option alongside "Suggestions".

P2

Based on the theme that participants tried to edit their profiles by clicking directly on individual profile items, the insight was that they expected these items to be directly editable, leading to the recommendation to make individual profile items editable without requiring the call-to-action "Edit Profile" button at the bottom of the screen.

Refining the design

The finishing touches

After the second usability study, I scaled down the Total Nutrition section so users could browse the menu more comfortably and bring up the calculator in half-page or full-page view when needed. This revision also provided a clearer way to navigate back to the Total Nutrition section. I clarified the purpose of the "Add" button and further revised the filtering functionality by adding the option to view the full menu with the selected filters applied. Finally, I removed the "Edit Profile" button and made individual profile items directly editable to better align the interaction with participants' expectations.

User flow

Keep swiping across the phone screen to browse through key mockup designs.

image

The final high-fidelity prototype incorporated the findings from both usability studies, addressing the identified pain points and aligning the user flow more closely with participants' needs and expectations.

Watch the video or click here to interact with the high-fidelity prototype in Figma.

Accessibility considerations

1

Icons were used alongside interface elements to support recognition and navigation.

2

The minimum text size is now 12px, and colour combinations were checked and adjusted to meet WCAG 2.0 contrast guidelines. Alt text was also provided for relevant images to support users who rely on screen readers.

3

The design provides easy comprehension and navigation to help users interact with the app requiring minimal effort.

Going forward

Takeaways

Impact:

By making nutritional information more accessible, the app has the potential to help users make more informed dining choices while supporting positive perceptions of the restaurant by reinforcing a sense of honesty, transparency and attentiveness to different dietary needs.

What I learned:

Designing an app from the beginning involves many interconnected steps, and understanding the user is crucial throughout the process. The two usability studies showed me not only how valuable iterative testing is, but also how the chosen research method can affect the depth of the insights gathered. After finding the unmoderated study somewhat limiting in terms of participant narration, using moderated testing in the second study allowed me to ask follow-up questions and gain a deeper understanding of participants' behaviours and expectations. I also learned how important it is to turn research findings into prioritised, actionable insights and carry them through to design decisions. At the same time, the project highlighted areas for my own development, particularly the need to continue improving my interviewing and moderation skills through practice.

Next steps

Conduct further user research to identify additional needs and explore how the app could support a wider range of dietary requirements.

Conduct another usability study to evaluate whether the changes made following the second study successfully addressed the identified pain points and introduced any new usability issues.

Case Study 2
Create the sign-up process for a cryptocurrency exchange

Project overview

The Product

The sign-up process for a cryptocurrency exchange is one of the first interactions users have with the platform and can contribute to their initial impression of it. While users have many options when choosing where to exchange cryptocurrency, this product was designed for a centralised exchange platform aiming to encourage user loyalty.

The Problem

Signing up for a cryptocurrency exchange can involve multiple steps and unfamiliar requirements, potentially creating difficulties for users with little or no previous experience with cryptocurrency platforms.

The Goal

Because the sign-up process can influence users' initial impressions of a platform, the goal was to design a clear and straightforward user flow that accommodates both novice and experienced cryptocurrency users.

Responsibilities

As a UX generalist, I conducted interviews and prepared surveys to identify user problems and generate insights for the ideation phase. Based on the research findings, I created personas, empathy maps and user journeys, followed by user flows, paper and digital wireframes, and low and high-fidelity prototypes. I also conducted usability studies, considered accessibility throughout the process and iterated on the designs based on the research findings.

The User

User Research

I conducted user research through interviews and surveys to understand users' frustrations, needs and requirements during the sign-up process. Using a mixed-methods approach, I combined qualitative and quantitative data to identify recurring pain points and gain insights into how the challenges differed between experienced and inexperienced users, which informed the following empathy maps:

One of the key pain points was the length of the sign-up process, which users found time-consuming. Participants wanted a more straightforward process and the option to explore the platform without fully committing during sign-up. Inexperienced users also struggled with information that they found confusing or insufficiently explained.

Personas and Their Stories

....

Li Mei's user story:

As an experienced and busy professional with family commitments, I want to sign up quickly and without obligation so that I don’t waste my time on something that might not be worth it.

Li Mei's user journey map:

....

Problem statement:

Li Mei is a busy individual who needs a quick and easy sign-up process because they don’t want to waste their time.

....

Peter's user story:

As a novice user, I want to receive tips and explanations in a less distracting environment so that I can better understand the information presented to me and focus on what I’m doing.

Peter's user journey map:

....

Problem statement:

Peter is a new trader who needs a well-explained sign-up process because they are unfamiliar with crypto trading.

Ideas and Planning

As the process required a relatively simple solution to address the needs of the personas, I aimed to keep the information architecture simple, so I designed the user flow to present users with two options at the very beginning, allowing committed and non-committed users to choose a path quickly to address the pain point of a lengthy sign-up process. I already had a sitemap in mind and quickly drew it up. I then realised it would be worth checking out the competition, so I embarked on a competitive audit. However, between the sign-ups, throwaway email accounts, verifications and seemingly never-ending registration processes across various platforms, the audit took an enormous amount of time. To compensate for the time spent on the sign-ups, I skipped storyboards completely. Looking back, I believe skipping this step may have contributed to the confusion I experienced when I later dived into high-fidelity mockups, as I moved into visual design without further exploring the personas in context. However, while the sign-ups were indeed as painful as the user research had suggested, conducting the audit was very beneficial. Using the "How Might We" approach, I decided to stick with the simple sitemap I had already planned, and explored some ideas for the layout.

Keeping responsiveness in mind, my wireframes started to take shape. Here, I went with the practice of "graceful degradation" for no other reason than to provide users with as much helpful information as possible when more screen space was available, and make the primary task as easy as possible to complete when screen space was limited. While the desktop version provided more supporting information alongside the primary task, the mobile version reorganised the content into a single-column layout, keeping the information necessary to complete the task immediately visible and making supplementary content available on scroll.

Usability Study 1

I went with mixed methods again, using interviews with open-ended questions for qualitative data and a survey for quantitative data. As I wanted to gather as much data as possible, I chose moderated testing to avoid the scenario I had encountered previously, where participants provided very little narration during unmoderated testing.

For the interview script, I consulted AI to see if it would save time. While I didn’t save much time due to rigorously reviewing ChatGPT’s outputs and eventually maxing out the available prompts (which was a lot), in the end, I found it to be a valuable addition to the process.. The script became more organised and logical, and conversing with the AI also nudged me to explore different avenues. All in all, I found it valuable and fun. Once the script was finalised, I conducted a pilot study just in case.

Then, the pilot interviews were a complete failure. I realised that recruiting participants with a strong negative attitude towards cryptocurrency had been an oversight on my part. As they had little or no interest in using a cryptocurrency exchange, I could not gather usable data at all to evaluate the sign-up experience for the intended target users. For this reason, I decided to add a pre-screening step before the next set of interviews, as the aim was to recruit a cohort with at least some interest in cryptocurrency, ranging from potential new users to those with previous experience. The Screening Questionnaire was just a short survey designed to determine whether participants met the selection criteria.

Participants were between 18 and 55, and the sample included individuals with motor impairments.

Target Participant Profile

Crypto Enthusiasts

These users are familiar with various cryptocurrency trading platforms and can provide valuable feedback on the nuances of the sign-up process compared with other platforms they have used.

Potential New Users

Individuals who are interested in entering the world of cryptocurrency but have not yet done so. Their feedback can highlight how intuitive and welcoming the sign-up process is for newcomers.

Occasional Traders

Users who have some experience with cryptocurrency but do not trade frequently. They can offer insights into barriers that might prevent them from becoming more active users.

Why Focus on Interested Participants

Relevant Feedback

Participants who are interested in crypto trading are more likely to provide feedback that is relevant to the specific area and reflects the needs and expectations of the intended target users.

Usability Insights

Participants with an interest in cryptocurrency can offer insights into specific features and expectations of the sign-up process, while different levels of experience can help reveal the needs of both novice and experienced users.

Better Evaluation

Participants who could realistically consider using a cryptocurrency exchange are better positioned to evaluate the sign-up process and provide detailed and actionable feedback on the experience.

Patterns, Themes, Insights and Recommendations

"Placeholders don’t do much to me."

5 out of 5 participants explicitly mentioned that the placeholder content did not motivate them to sign up and wanted more detailed information about the benefits.

Motivation and Engagement

Need for Real Content: The placeholder images and limited text made it difficult for participants to understand the benefits of signing up and reduced their motivation to continue.

Realistic Content Helps Communicate Value

Participants needed more realistic and detailed content to understand the platform's value proposition and make an informed decision about signing up.

Recommendation

Enhance content with real information.

Replace placeholders with realistic images and detailed information explaining the benefits of signing up.

"It was okay, but not immediately obvious."

3 out of 5 participants felt that the help button was not immediately obvious and suggested making it more prominent.

Help and Assistance

Help Accessibility: The help function was not sufficiently prominent for some participants to notice it easily.

Help Needs to Be Easy to Find

Participants needed help and support to be readily discoverable during the sign-up process, particularly when additional assistance was required.

Recommendation

Make help more accessible.

Increase the prominence of the help icon and ensure that it is easily accessible, including for users with impairments. This could involve increasing its size or adjusting its visual prominence.

"I didn’t realize they were clickable."

3 out of 5 participants did not immediately realise that the step indicators were clickable and suggested clearer indications.

Navigation and Progress Tracking

Usability and Navigation: Participants appreciated the structure provided by the step indicators but highlighted the need for clearer navigation cues.

Clickable Elements Need Clearer Cues

While the step indicators on the left were useful, participants needed clearer signs or instructions to recognise that they could also be used for navigation.

Recommendation

Improve navigation cues.

Add tooltips or more prominent visual cues to indicate that the step indicators on the left are clickable.

While it is generally good practice to conduct usability testing early to avoid wasting time, effort and money, in this particular case I began to question whether I had tested too early. Because the sign-up process was relatively short, the placeholder content in the low-fidelity prototype became a significant part of participants' feedback and made it more difficult to evaluate their response to the experience itself. In hindsight, developing more realistic content before conducting the study may have produced more useful findings.

Hi-fi

Full Steam Ahead

Finally, the time had come to create the high-fidelity prototype. I already had a theme in mind, and I knew I wanted to deviate from the current trend of minimalist, white-background sign-up processes that I had encountered during the competitive audit. I wanted to create something sleek but also magical, marking the entrance into an inviting, modern new world and offering a sense of “getaway”: a world of its own.

With that idea in mind, I started browsing AI-generated imagery (particularly the kind of highly stylised imagery produced by Midjourney).

Until… I came across some images that perfectly fit the idea in my head:

Main page
Sign up page
Quick sign up page
Congratulations page

The Realisation

However, I think I managed to overdo my own brief. Another failure occurred, and this time, it was a total failure that almost became a complete disaster…

I honestly thought that representing the experience of entering a new world through a character in a cyber world would be a great idea. That’s how my thinking became clouded by my own bias. Looking back, the fact that I was working in the game industry, my admiration for cyber worlds, and my disregard for some critical factors revealed by my very own user research probably all contributed to my journey down the rabbit hole.

Luckily, I had only managed to do up a few pages when my usual doubts about my work stopped me from going forward. This time, however, they didn’t want to go away, so I began investigating. I had a hunch that perhaps it was rooted in the fact that the personas and the design itself were not lining up. After carefully inspecting the personas and their user journeys, I realised that my doubts had some basis: the design I was creating did not align well with the needs of both personas and had been heavily influenced by my own preferences. Neither the personas nor the research indicated that the target users were gamers, interested in cyber worlds or likely to connect with this type of visual experience. Those characteristics had come from me, not from the users. As an additional reality check, I asked some friends to imagine themselves as each of the personas and respond to the design. They felt that while Peter might get excited by the unique design, Li Mei might leave the site as soon as she saw the sign-up page. I had to reconsider the design, and while doing that, I thought about the debate around whether personas are necessary or simply a waste of time. In my case, they proved extremely valuable. Returning to the personas and their user journeys provided the reality check I needed and helped me recognise how far the design had drifted from the needs identified during research. I was thrilled to have that. So, I made some adjustments:

Although I wasted some time on the wrong design, all was not lost. I kept the dark theme for various reasons. I remembered the earlier days of crypto sites, when dark, mysterious aesthetics were much more common, but by the time of this project, they had primarily moved towards a more minimalist, corporate feel, with only a few exceptions. I wanted to pay homage to those earlier beginnings while also setting my design apart from the cold, dull, corporate-looking sites I had encountered during the competitive audit. I tried to create a site that suggested an exciting experience instead of just another trading platform with a sleepy look. Adjusting the failed theme, I toned down the gamer concept to better align it with the target audience while still retaining the magical and welcoming feel I originally wanted to create.

Below is the prototype to interact with:

Accessibility considerations

The use of hierarchical headings helps users quickly find the relevant sections.

The high contrast ratio of the text was designed to enhance accessibility.

The use of labels is helpful for people using assistive technology, as it makes navigation easier.

Going forward

Takeaways

This project taught me how easily my own preferences and experiences can influence design decisions without me immediately realising it. Returning to the personas and user journeys provided the reality check I needed when my initial high-fidelity design drifted away from the needs identified during research. It also reinforced the value of personas for me, not simply as design deliverables, but as tools I could return to throughout the design process.

I also learned valuable lessons about research planning. My unsuccessful first set of interviews demonstrated the importance of recruiting participants who represent the intended target users, while the first usability study made me reconsider how early testing should be approached. Testing early can be valuable, but the prototype still needs to provide enough realistic content to answer the research questions effectively.

Next steps

• Conduct further user research to identify additional needs across users with different levels of cryptocurrency experience.

• Conduct another usability study to evaluate whether the final design successfully addressed the pain points identified in the first study and whether the revised visual direction works for both novice and experienced users.

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Graphic Design Portfolio

I have spent over a decade in the graphic design industry, working on a wide range of designs and also managing projects.

The examples here are just a tiny fragment of my work, but I hope they are enough to showcase my creativity and the skills I have developed during those years.

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Multimedia

A small selection of clips I created for my online shop, combining video editing, sound and animation to bring the designs to life.

Contact

Thank you for visiting my page!

I appreciate your time reviewing my work! More projects will hopefully follow soon.

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