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Ready for Blast Off!

Undertaking this project was fundamental to my development as a UX/UI designer. Over 11 intensive weeks, I gained hands-on experience with industry-standard research methods, deepening my understanding of user-centered design. It was also during this time that I advanced my technical proficiency in Figma, developing advanced skills in interface design, prototyping, and efficient workflows. The skills I have developed in this project continue to inform my approach to future design work.

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T-10: A fun new take on the classic messaging app

Project Type

Research, Product Design

Project Duration 

11 weeks

Role

Principal Designer and Researcher

Link to Prototype

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.

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The Brief

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:

  • Complex functions are difficult to locate and supplemented by unintuitive icons. 

  • Functions which require multiple applications are inconvenient and disrupt an otherwise positive user experience. 

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Research

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.

 

Task 1 was largely successful, with users completing it with minimal errors. The main issue was difficulty locating small or unclear icons. Task 2 was more problematic—none of the users completed it in time due to navigation confusion and non-intuitive icons. Users felt stuck mid-process, highlighting weaknesses in the task flow. Feedback praised the clean, uncluttered design but flagged frustrations with multiple pages and unclear visual cues.

 

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.

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Heuristic Analysis and Second Round of User Testing

To address Task 1 issues, I relocated the chat icon from the top corner to a larger, clearly labelled floating button to improve visibility. I also redesigned icons using standardised, real-world metaphors to increase clarity and usability—especially around note-taking functions.

For Task 2, user frustration stemmed from navigating across multiple screens. I replaced this flow with in-page pop-up dialogue boxes that allowed users to add tasks, assign members, and select deadlines in a single view. This 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 physical 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 based on prior feedback. I introduced a modern sign-up/login flow, swipeable panels for pinned messages and files, and a "ringing" indicator to improve visibility of system status. Microinteractions and haptic feedback were integrated to enhance responsiveness and tactile engagement across the interface.

 

For Task 2, the flow was rebuilt around a simplified, one-page interaction using pop-up dialogs. Users could now access the group calendar, add a task, assign members, and mark it complete without page-switching. This streamlined workflow aligned with the mental models observed during testing and significantly improved usability.

 

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.

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