Our website has detected that you are using an outdated browser than will prevent you from accessing certain features. We recommend that you update your browser, simply click one of the following to download a new browser:

20
20

PGT Digital Showcase

Twenty Twenty

Skip to content Skip to navigation

Yu Hui Cheng

User Experience Design

Key Findings

Key Findings

The data collected was analysed using affinity and user journey mapping to identify some key insights below:
- Students are unable to comprehend the learning content effectively due to the ambiguity of learning content, tutor’s articulation, or limitations of platform settings
- Learners felt lost and frustrated as they were unable to seek immediate verification with their tutors or classmates as there were no channels for face-to-face interaction or feedback
- Participants miss studying with their classmates or friends, as the presence of peers provide individuals with a supportive network which can motivate each other, share ideas and clarify doubts when necessary

Opportunities & Design Development

Opportunities & Design Development

These insights were turned into “How Might We?” statements through co-designing sessions with various stakeholders and re-evaluated using an asymmetric clustering matrix and tree diagram. To derive the statements that were most relevant to the target users based on the hierarchical nature of their relationship.

Multiple Crazy “8”s, Competitive Analysis and Bodystorming sessions were also conducted to refine the concept, context scenarios and identify user requirements which were later prioritised by the users through MoSCoW.

Concept Development & Prototyping

Concept Development & Prototyping

Upon the validation of the idea, user requirements and design principles were placed along the scenarios to sketch out the key user journey of the primary target user. This mapping ensures that the features and details added within the solution are effective in solving target user’s pain points.

The concept was subsequently designed using Adobe Illustrator before testing the low-fidelity storyboard and wireframe through Google Slides. Further, an iterated high-fidelity video prototype and key touch points created and tested with users.

Challenges

Challenges

As multiple co-designers and stakeholders were engaged to generate insights and evaluate ideas, the project scope was broadened massively as individuals have alternative thoughts of what would work for the target users despite the personas being clearly defined.

This situation led to the continual review of the research study and a constant reflection on the process, participants and methods to make objective judgments on the design decisions before iterating and re-evaluating them with target users.

The Solution

The Solution

Kampong Spirit is a social learning space that provides home-based learners with a supportive and tight-knit community where an individual can learn, share and grow together.

This conducive environment is established through a network of learners who would like to share their skills, knowledge and expertise, and the Artificial Intelligent (AI) virtual buddy “Kaki” who can access additional resources, assistance and support from the institution according to individual needs whenever necessary.

Beyond offering immediate assistance, “Kampong Spirit” provides essential learning tools to boost individual productivity and provides a glimpse into their learning progress and achievements so that everyone can motivate each other, provide timely feedback or celebrate small milestones together.

Yu Hui Cheng

I am a people-oriented individual who enjoys engaging and being able to enhance the daily life of others through meaningful designs.

I was born in Singapore and have a first degree in Visual Communication from Nanyang Technological University. My professional career started as a digital designer before joining University of Loughbourough in the UXD MA. With a background in design, I aimed to create meaningful outcomes that can be integrated into our daily lives, with the goal of assisting the intended target audience, masses and the community. I wanted to do this by improving the usability, accessibility and contentment provided in the interactions between users and their touchpoints. My strengths in designing, collaborating and technology can enable me to create creative and innovative solutions to ease the concerns faced by the community, with the help of UXD.

Major Project

“Kampong Spirit”, A social learning space for Home-Based Learners in Singapore

Awards

Awarded Best Branding for UXathon 2019. A design challenge co-organised by Loughborough School of Design and Creative Arts, the Youth and Women Entrepreneurship taskforce, and the Business Lab MBA at Hong Kong University under the mentorship of Deloitte Digital, Wilson Fletcher and Lagom Strategy.