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UNSW
T-10: A new way to chat
2023
Project Type
Research, Product Design
Project Duration
11 weeks
Role
Principal Designer and Researcher
T-10 is an engaging new take on the classic messaging app, with more in-app capabilities than previously. With T-10, users are able to text, call, schedule meetings, and take minutes all without having to open more than one app at a time.
The brief for this project was to design an app for the scenario "doing a group project". Over the course of 11 weeks, I was tasked with doing user experience research, iterating and testing prototypes, and finally, delivering a high-fidelity prototype.
The problem statements were:
1. Complex functions are difficult to locate and supplemented by unintuitive icons.
2. Functions which require multiple applications are inconvenient and disrupt an otherwise positive user experience.


Research & Development
Various user research methods were employed during the preliminary research stages such as user profiling, user journey mapping and empathy mapping to find that convenience, clarity, and logical user flows were the prioritised needs and wants of the users. With a combination of the aforementioned tests and heuristic analyses of competitors Messenger and Microsoft Teams I was able to commence low-fidelity prototyping with strong foundational knowledge.
Prior to creating the low-fidelity paper prototypes, T-10’s digital ecosystem was also meticulously considered through mapped interactions with other users, applications, and notification banners.

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Low-Mid Fidelity Prototypes
I began with low-fidelity paper prototypes, using the Wizard of Oz method to simulate functionality. Users were assigned two multi-step tasks: (1) create a group chat, start a call, and edit meeting minutes; and (2) add a new “mission” with a deadline to the group calendar. A usability table was created to log feedback across three users.
My heuristic self-evaluation found strengths in visibility of system status, but weaknesses in consistency, user freedom, and control. These findings helped inform the next design iteration.


Second Round User Testing
To address heuristic issues discovered after the first round of user testing, I relocated and redesigned icons and components using standardised, real-world metaphors to increase clarity and usability. In-page pop-up dialogue boxes that allowed users to add tasks, assign members, and select deadlines in a single view also reduced the process from 5 pages to 2, making it far more intuitive and streamlined.
These changes were informed directly by user feedback and heuristic analysis, particularly around improving visual affordance, reducing cognitive load, and aligning with user expectations for task flows. The revised prototype offered a more efficient and guided experience while maintaining a minimal, uncluttered design.



High-fidelity Prototypes
In the high-fidelity stage, I refined key interface elements in response to prior feedback. Microinteractions and haptic feedback were integrated to enhance responsiveness and tactile engagement across the interface. Furthermore, the flow was rebuilt around a simplified, one-page interaction using pop-up dialogs.
The improvements in both task flows aimed to increase clarity, responsiveness, and ease of use. The high-fidelity prototype better represented a realistic user experience, building on previous iterations to deliver a more cohesive, intuitive, and polished final design.