Stan

ROLE

Product Design Intern

TIMELINE

Nov 2023 - Present

TEAM

Stan Design Team

SKILLS

Interaction Design, Prototyping, User Research

ACHIEVEMENTS

Led TV platform design audit

PROJECT OVERVIEW

I am currently interning at Stan as a Product Designer and am helping to design a world class streaming experience. I work with designers, developers, product managers, pitching ideas to the head of design.

If you're interested in learning more about my journey and insights, please feel free to reach out for further discussion.

📌
The Problem
📌
The Problem
💜
Network of Women
💻
Google Developer Student Club (USYD)

At the Stan Office!

At the Stan Christmas Party with my co-workers

Watching a Stan Original Movie

At a Stan movie premiere :)

The Process (Roughly)
I am currently interning at Stan as a Product Designer and am helping to design a world class streaming experience. I work with designers, developers, product managers, pitching ideas to the head of design.

If you're interested in learning more about my journey and insights, please feel free to reach out for further discussion.

Having fun at the Stan Christmas Party!

💭
Discover
Primary Research

Based off of our market research, we decided to investigate these research objectives, focusing on human-concious actions in relation to sustainability.

🤔 How often do people consciously notice their everyday behaviours and actions?

⛲ What might be the main reasons for why people visit urban parks?

🌿 How might encouraging sustainable energy practices promote human interaction with green spaces?

⚡ How important is sustainable energy practices to green spaces in urban parks?

We used four various methods of research all for different purposes as a way of obtaining insights to the problem we encountered.

In total we received:

📝
Define

From the user research we conducted, we organised all our data through affinity mapping by taking quotes, observations and findings through an affinity map trying to identify any trends.

Through this we discovered three main themes and six important insights:

🏞️ Utilisation of sustainable park facilities & amenities

Urban parks should offer more sustainable facilities and amenities, encouraging meaningful interactions and usage of green spaces for park visitors.

Poorly designed amenities in urban parks contribute to users avoiding green spaces as they’re unable to utilise resources needed during their visits.

♿ Accessibility

Most urban parks offer little to no physical accessibility considerations in their designs. By providing accessible amenities and facilities that can be utilised by everyone ensures users feel welcomed and comfortable with their park visits.

Inclusivity as apart of urban park spaces is overlooked, favoured for stronger aesthetics and minimalistic images. Urban parks should offer friendlier and usable facilities and amenities, making users feel included and welcomed into green spaces.

🦗 Environment

There are little safe spaces within urban parks due to insufficient lighting and poor park environments. Urban parks should be consistent places which make users feel welcomed and safe.

Users often seek spaces where there are more human interactions and activities. By creating this type of environment in parks, it facilitates meaningful connections for users, promoting positive experiences.

💡
The Problem Statement
How might we utilise sustainable energy to facilitate human interaction and play with amenities in urban parks, using green space as the playing field?
Empathy Mapping

Coming from these insights, we wanted to use these findings and sort them into an empathy map.

Every user is complex so grouping our data ensured that we could spot inconsistencies between their thoughts versus actions.

Meet Caroline

And after seeing the juxtaposition between quadrants in our empathy map, we wanted to visualise the entire end-to-end experience in an urban park.

So, Meet Caroline. She is an amalgamation of every bit of research we uncovered and she wants to go to the park.

📦
Develop

Prior to our rapid storyboarding ideation session, we brainstormed and drew out various concepts we were vaguely interested in. We did this so that we could get every idea we had onto paper and ready for our second stage, storyboarding.

We conducted this ideation technique, each creating 3 concepts of our own to get our one-line concept into detailed narratives and refine our ideas and make 6 interesting solutions relating back to our key insights. We created fun and out-there things like a cherry blossom rest station and a step calculator.

Separately, we had both noticed a discrepancy in trash and recycling at urban parks. Or rather the lack of discrepancies. There just weren’t enough bins in urban parks. In my team member's storyboard, she took an idea of a standard bin and turned it into something interactive and cute, mushrooms. Furthermore, she pointed out how the use of an LED screen could increase interaction and play. In my storyboard, I looked at safety, creating amenities which lit up at night to create a welcoming environment to residents and visitors.

Final Concept Selection

Between the six concept ideations we came up with, we put four to a team decision matrix.  This assisted us in narrowing our options based on different attributes and allowed us to decide on which ideation was best to move forward with.

We created a set of attributes to score our ideas. The attribute ranged from notions of, play, accessibility, innovativeness, feasibility, and so on. We decided to use this specific criteria as we thought it was a strategic way to ensure our final product was something that met our users needs based on the brief we were given and the problem statement we developed from the discovery and define stage.

Why Mushrooms?

The question you’re probably wondering is, why mushrooms?

When it came to deciding what type of product we wanted to create, we wanted to ensure it was something that not only met our users needs, but also drew attention and sparked curiosity within users. The decision came down to three different purposes.

Concept Iteration

Our product comprised three primary sections, starting from sketching the low-fidelity concepts to crafting our physical prototype. Throughout this journey, our process heavily emphasized iterative testing.

Low/Mid-Fidelity Prototyping

We had two main components of our concept iterations. Focusing on balancing the physical prototype with our digital interface.

PHYSICAL PROTOTYPE

Ecoshrooms are bins shaped like mushrooms, featuring an interactive screen embedded within their 'stem'.
We crafted this prototype with careful intention, selecting and refining the key features of our product.

digital interface

Recognizing that our mushroom-shaped bins would be prominently displayed in parks, we aimed to optimize every inch of space on the interface. Our goal was to ensure that park-goers could easily access and engage with essential details while enjoying their outdoor experience.

🦗 Friendly interfaces

After contemplating user-friendly interfaces, we opted to maintain a single panel on the screen, with the other panel displaying a rubbish symbol. We made this choice because we believed inundating users with information on a bin wasn't the best approach.

Considering the bin's utility and the duration of user interaction, we decided to streamline our digital interface. We chose a simple design, featuring screens that transitioned from welcoming messages in various languages to adorable emoticon faces.

🦗 Rubbish HOLES

We settled on placing the rubbish hole at the top, right in the middle of the mushroom. This decision was made because having holes all around the mushroom would have reduced functionality. It would have been awkward for trash, with smaller and larger holes posing challenges for disposal.

High-Fidelity Prototyping

When iterating our Hi-Fidelity prototype, we consulted a mood board to guide our visual design decisions and craft a welcoming experience for visitors to the park.

To emphasize the fun and refreshing intent of the design for users, I illustrated these mushrooms to convey a design aesthetic that aligns with this goal, ensuring it complements rather than impedes functionality.

Physical Prototype

Now that we had EcoShrooms, it was time to construct our prototype for user testing.

After much much deliberation, we decided to use paper mache to construct the mushroom whilst the stern underneath was a painted flower pot.

Using the university labs, constructed the physical model and carved out a hole for the rubbish chute.

Later on, we painted the ecoshroom bin according to the corresponding symbol for each type of waste. For instance, red represents general waste.

We used our phone lights to demonstrate the spatial aspect of EcoShrooms and paper slide outs to visualise our screen.

User Testing

We tested two different aspects of EcoShrooms, space and sound. Getting users to think aloud whilst doing tasks, we got them to throw rubbish into the bins and listen to various sounds, rating them based on how affirmative they sounded.

Afterwards, we asked them some questions like:

“What was the first thing you noticed about our product?”

“Is there anything you're confused about?”

In total we had:

Our main feedback was:

✨ VISUALLY APPEALING

People really enjoyed how cute and eye-catching the EcoShroom was and pointed out that the glow of the mushroom head was what first caught their eye as well as just the fact that it is a mushroom.

🎭 EMPATHY

They really identified with the faces and text shown on the EcoShroom screens.

🗑️ Is it a bin?

People did not think that the EcoShroom was a bin. In fact, most thought they were art installations or lamps. 

♻️ WASTE SORTING

People seemed to have trouble distinguishing what bin their rubbish went into as we seemed to have assumed that the colours of red and yellow were internationally recognised as general waste and recycling. For example, when prompting users to throw a Yakult bottle, which is meant to go into recycling, 55% of people threw the yakult bottle into general waste.

📢 SOUND PREFERENCES

Sound was very preferential, no two people had a similar answer and we ended up with a skewed data range.

With these insights in mind, we continued to iterate to build our final product.

The Process (Roughly)
I am currently interning at Stan as a Product Designer and am helping to design a world class streaming experience. I work with designers, developers, product managers, pitching ideas to the head of design.

If you're interested in learning more about my journey and insights, please feel free to reach out for further discussion.

Having fun at the Stan Christmas Party!

💭
Discovery
Primary Research

After undergoing secondary research, we conduced the triangulation method of surveys, semi-structured interviews and online ethnography surrounding the following research questions:

😳 How does the presence of shyness or sociability influence the experience of post-party blues and the effectiveness of existing strategies?

🥲 What kind of negative thoughts and feelings are young people having after a festive season, event or party?

😅 How and why are young people engaging in social debriefing sessions with their friends after events?

In total we conducted:

What did this tell us?

What are the primary challenges you face in maintaining consistent, meaningful, and in-person connections with your adult friends?

We discovered that digital distractions, communication barriers and social anxiety were the most prevalent challenges, sparking further inquiries into the reasons behind people experiencing these particular feelings.

Why are people leaving parties feeling so empty?

Who experienced post-party feelings?
Introverts vs Extroverts

The occurrence of post-event feelings appears to be evenly distributed between introverts and extroverts, suggesting that the post-event experience is not significantly skewed towards a specific personality type.

📝
Define

We sorted the notes from the online ethnography + survey + interviews and categorised them to find commonalities.

After synthesising and analysing our key findings, we identified 5 key insights:

💧 Societal Pressure

Experiencing pressure to swiftly transition, maintain productivity amidst post-event emotions, and feeling compelled to update others despite facing negativity.

🛏️ Returning to Routine

Greater anticipation of an event correlates with reduced post-event sadness and suggests a prolonged recovery period, while young individuals may experience confusion and diminished sense of purpose upon returning to normalcy after adrenaline-filled activities.

🤕 Individual Recovery

Balancing productive and relaxing activities, including moments of isolation for social battery recharge, helps in managing post-event emotions and regaining routine momentum.

🫂 social reconnection

Sharing personal narratives to enhance understanding, processing emotions through collective experiences, and nurturing relationships via ongoing communication.

🧠 memory preservation

Reflecting on memories through recollections or mementos such as photos and music, experiencing the event's excitement again, and practicing gratitude due to its transient, rare, and communal nature.

💡
The Problem Statement
After exciting events, young people often feel a mix of emotions like nostalgia, emptiness, and social fatigue post-event. These feelings can get worse when they try to ignore their emotions or rush back to being productive. And whilst there are plenty of ways to bounce back after events, it's still tough for many to unwind and hold onto those special memories.
Who are we designing for?

We categorised our interviewees among different demographic and event-going factors using a data sheet. These factors range from whether they are female or male to whether they are productive or restful during the post-event phases.

We identified interviewees with similar traits, resulting in two extroverted and one introverted personas along the introvertedness spectrum. They were categorised based on the events they mainly discussed: travel, concerts, or parties.

Meet our users

MARY

”The Social Butterfly”
19 years old
Recent highschool graduate

"Reconnecting with friends after the event is probably really important because I like to catch up and see what everyone's experience was.”

CHRIS

"The Closed Book"
22 years old
3rd Year University Student

"I try to enjoy the moment because I am aware that it won't last. Life's too short to dwell on what might be passing by."

TANYA

"The Traveller"
21 years old
On Sabbatical

"I just wish I could have talked to more people for longer. Because I talk to people on a surface level, just small talk.”

Storyboarding

Articulating the challenges encountered during the emotional and social integration process of an individual grappling with anxiety at social gatherings.

We've crafted a User Journey map featuring Mary, illustrating the dynamic evolution of experiences from initial reluctance and social withdrawal to gradual adaptation and heightened anxiety throughout all stages of an event.

📦
Develop

Our team generated numerous concepts through three ideation techniques. The ideas represented below are the final ideas from each ideation technique we had made. Through this process, we condensed our creativity into three distinct rough ideas.

How did we decide?

We constructed a decision matrix to evaluate each idea based on various criteria such as likeability, market demand, and interest factor. Memento earned high scores primarily as we liked the base idea, which enabled us to tailor it to the appropriate audience without imposing a predefined structure.

However, despite this, we found ourselves drawn to the ideas behind both Stash and Memory, which outperformed Memento in our decision-making process. Taking this into account, we integrated various aspects of each concept into Memento, as illustrated in the low-fidelity frames.

Prototyping

Our team had undertaken 4 rounds of tests throughout prototyping from Mid fidelity to High Fidelity

Sketches

As the initial step in the prototyping process, we began by crafting sketches that served as the foundation for our app's development. These sketches, meticulously created and iterated upon, provided us with a visual roadmap to outline the structure, layout, and functionality of the application.

Low-Fidelity Prototyping

Upon finalising sketches, low fidelity prototyping was utilised for the purpose of laying out broad concepts early within the design process. Out of multiple iterations, some significant iterations included:

Mid-Fidelity Prototyping

We refined the visual design by transitioning low-fi concepts into mid-fi prototypes, a phase marked by numerous iterative adjustments aimed at enhancing fidelity and clarity in preparation for the final high-fi implementation. Out of multiple iterations, here are some:

What did the people say?

We had tested our mid-fidelity design as static frames that we click through as participants described their thoughts and actions through:

We condensed transcribed data using an Affinity Map, where we analyzed expert recommendations derived from recurring feedback in an Insights Table.

High-Fidelity Prototyping

We opted for multiple iterations based on the severity or relevance to the problem statement. These iterations were then integrated into our high-fidelity design, following a carefully considered design system. Below are two examples of our iterations:

Prior to integrating interaction into our design within a suitable timeframe, we opted to assess our high-fidelity design with two participants: an expert and a user. Employing a casual Think-aloud test, this process sparked a complete brand transformation.

Originally, our primary colours were orange and blue, associated with optimism and warmth encourages users in their Post Event phase. However, as quoted by a graphic designer, these colours conveyed an:

"An Outdated Grandma Feel"

To combat the 'aged' look, we’ve changed to high-contrast black and white to still cater for that retro film-look and that pop of blue as our calming colour. We’ve included a casual tone of friendly emojis and lowercase headings that continue to reassure users. With the dark muted colours aimed to inspire that nostalgic 2000s appeal in young people.

Building our interactions

It was now time to translate our mockups into interactive prototypes using Figma. Initially, we tested them with experts to pinpoint any significant deviations from best practices, and later with users to refine the application. Our approach included the following methods:

One (out of many) iterations

 📱 Are users easily learning what “label” means?

Based on user feedback, we made several iterations to improve the efficiency of inputting links into the link memo feature:

So what did we do?

  1. Eliminating the toggle: Instead of using a toggle to attach a label to the link, we now provide the text "(Optional)" to indicate that users can choose to add a descriptive title or not.
  2. Swapping the order: We reordered the form fields so that the label comes first, followed by the link. This aligns with convention and makes the label act as an overarching title for the link.
  3. Changing the name: We renamed "label" to "display label" to clarify that the label will be visible to all guests, helping them understand the link's meaning before clicking on it.
  4. Text outside of text field: To ensure compliance with accessibility standards, we moved the field names outside of the text fields. This was done because the text inside the fields did not meet color contrast requirements.
🎨
Brand and Visual Identity
Visual Motifs
Incorporating the visual motifs of film photography and magazines, we aimed to exude a nostalgic charm and curated aesthetic, reminiscent of a bygone era yet presented in a contemporary digital format.
Design System
A design system allowed us to create consistent and professional app.
📱
Key Features

Join
Either invite or join a memo book and begin sharing your precious memories!

After recieving a text blast, hop into Memento and tap into your digital memory capsule.

Post
Post polls, song playlists, photos, videos and everything and anything for your friends to see.

Via the '+' button on your bottom right.

React
Keep yourself in the loop! React to peoples posts and share the love <3

Using our 'RealMoji' feature, use real time photos of yourself as a reaction emoji to peoples memos.

Relive
After your party, relive through a slideshow filled with all the stats and fun moments you can think of, generated with the help of AI.

Swipe through a collage of your curated moments.

📌
Lessons Learnt

After investing significant time into researching, testing, and refining our designs, I've emerged with a project that I'm truly proud of. However, I did learn a few things in our pursuit for Memento:

💎 The double diamond

Looking back at our journey through the double diamond framework, we found it to be a great lesson learnt that sometimes, we don’t need to follow the rules so strictly.

As we immersed ourselves in sequential testing and iterative refinement, our methods became more intricate, presenting a greater challenge to navigate toward our final destination.

📂 File Chaos

We found ourselves getting lost in our component library, design system, and Figma files.

It wasn't until we realized the importance of design systems and organizing our files, prompting us to take action & significantly improving our workflow. We learned a valuable lesson: start implementing components and color styles early in our high-fidelity designs rather than waiting.

🔁
What's Next?

If Memento were to continue, I'd love to see:

  • In preparation for our endeavors, we prioritize securing Intellectual Property (IP) rights.
  • We plan comprehensive longitudinal user testing in real-world scenarios to refine our product.
  • Anticipating challenges with a feature similar to 'RealMoji,' we'll explore collaboration with BeReal or ideate a suitable replacement.

🎐 You have reached the end of the case study! A sincere thank you for reading my ramblings.

🎨
Brand and Visual Identity
🧠
The Solution

Powered by the sun
EcoShroom harnesses energy from the sun to generate the digital components of our product and the light it produces at night

Interactive Screen
Digital features include an interactive screen that generates emoticons and text every time someone throws their trash away

Affirmative Screens
When the bin isn’t being interacted with and is sitting idle, it displays ‘Hello’ in different languages as a way of encouraging interaction with park users.

All Users Considered
Ecoshrooms will enclose bins and can be opened using a key feature on the side of the bin for cleaners to removing the waste easily out of the bin

📌
Lessons Learnt

Some important learnings I made along the way

♿ Consider Greater Accessibility

Our current conclusions are that we need to make EchShrooms more accessible, this can be done by adding symbols, images and text indicating which rubbish should go where.

Furthermore, we’ll need to explore how to utilise sound in a way which suits everyone’s needs, possibly by rotating the sounds each usage or finding more affirmative-related sounds.

🔁 Modify the process to fit the need

Since this project was for a university unit, we had to swiftly research, prototype, and refine a design solution within a tight timeframe.

Through this experience, I gained a deeper insight into prioritization and utilizing UX tools to grasp the needs of the audience and enhance the design solution.

So where do we go from here?

If we were to continue Ecoshrooms, these are the steps we'd take to release it to the public. We planned out a comprehensive marketing strategy to generate awareness and attract users, followed by rigorous testing and refinement to ensure the product meets user expectations.

🍄🍄 You have reached the end of the case study :) Thanks for being a fungi and reading my ramblings.