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Rosanna Lui

Research driven UX Designer 


that enjoys creating meaningful
and user centric digital experiences
About me
I am a Seattle based UX designer with a passion for creating
designs that are accessible and inclusive. Inspired by my family's
experience of being an immigrant in America, my goal is to create
designs that empower and support people.

Currently:

• Master's Degree in Human-Centered Design & Engineering


at the University of Washington (in progress).
• Research Assistant at UW for HCD for Access to Justice.

• Research Designer at Brooks Running.

Interest:
When I’m not working, I’m designing enamel pins for my side hustle,
looking of the best pickle recipe, and hanging out with my dog, Odin.

Click to see my Resume


 
Table of Contents

01. Bee Adventurous 02. Crobot


Redefining negative Improving the
perceptions of bees onboarding experience

03. Husky Checkout


Rethinking the equipment
checkout experience
Redefining negative perceptions of bees
Background
This project was inspired by a recent visit to a bee farm and seeing
the many empty hives due to the declining bee population.
I worked in a team and collaborated with 5 environmental
organizations to find ways to empower people to save the bees. 

My Role
• Created the high-fidelity prototype and visual look to show
the full product experience and conducted user testing
• Conducted light user research: questionnaires,
competitive analysis, interviews, and persona creation
• User Experience Design including key user flows,
wireframes, and paper prototypes

Duration
9 Months

Project Type
Senior Capstone
How can we redefine people's
negative perceptions of bees?

Problem
The declining bee population puts our food security and
biodiversity at risk, but many people do not feel empowered
to protect them due to their negative experiences
and thoughts associated with them. 

Solution
Bee Adventurous is an augmented reality app that
puts children in their local parks to help them safely
overcome their discomfort of bees and educate
them of their importance to our biodiversity. 
Research
The goal of our research was to understand different perceptions
and experiences with bees. I created and distributed a survey among
people and beekeepers to understand how their attitude towards
bees may differ. We also conducted interviews with farmers,
beekeepers, educators, and environmental organizations to gain
insight for content and how to generate empathy for the species.

155 12 6
Survey Responses Semi-Structured Competitor
Interviews Product

The Process
Questionnaires - Word Cloud - Personas - Competitive Analysis - Interviews - Sketch - Paper Prototype - Storyboarding
- Visual Design - Interactive Prototype - Usability Testing - Trailer
Personas Key Insights
Based on our survey and interviews, we identified 3 different personas. We decided to prioritize teaching children about
We used these personas to design the app with the users in mind to how to safely interact with bees to help them
avoid getting our desire for features trump the user needs. develop a positive perception early on.

Primary Stakeholder
Target Age
Amy, Bee Anxious
The best age to teach children empathy is from
“I’m scared of them. If I see them in the house, 7- 9 years old according to educators at the Seattle
I will kill them.” Science Center.

Secondary Stakeholders Overcoming Fear 


Sara, Bee Concerned Children can overcome their fears about bees
through safe and positive interactions in nature.
“I feel emotionally invested in their welfare.
I have a responsibility to see that they thrive.”
Character Design
Children are drawn to cute characters.
Jerry, Bee Farmer
Designing an overly adorable bee also has
“Don’t treat them like a pet but care for their repercussions if a child improperly
welfare akin to welfare farming of livestock.”  approaches a bee.
Interactive Prototype
Based on the discovery work, I started on user flows and paper prototypes. I focused on the areas we wanted to change and
incorporated them into an Adobe XD prototype to share and get feedback from our stakeholders.

Storyline introduces the characters and


1 prompts users to start the game. 

Learn button teaches the “bee safe


2 rules” taught by educators on how to
interact safely with bees.

Map marker shows your current


3 3 location to collect pollen, water,
or sap in the game. 
5
4 Park button helps the user find the
nearest park based on their location. 
2 4
1 Information on bee friendly plants in
5 the park for possible bee sightings.

Click to view prototype


Testing Summary Results
After we created the app, we tested our game with 52 people at two bee themed events,
“Bee Sweet to the Earth” at 21 Acres and “Beefest” at West Seattle Bee Garden.

We discovered that children from ages 6-10 usually do not own a phone and often
52%
use a parent’s phone. Some found the game easy or felt that the reading level Participants were
aged 6-10
was too advanced. We also learned that we need to include more game
mechanics to make the game more complex and fun.

91%
Liked the game

65%
Would play the
game again
Project Learnings
Target our persona better
Gathering input from children before creating the prototype will help us create a game that
interests them more, since our game was based on what stakeholders thought children would like. 

Changing perceptions
We found that many children were attached to Beetrice and her storyline. Children also stated that they
were slightly less scared, but still uncomfortable with bees. If we had more time, I would like the user
to test the game for a longer period, compared to the 5 minutes each user spent in our initial testing.
CROBOT
Improving the onboarding Experience
Background
Crobot is a platform for engineers to organize and keep track of rules
for Github repositories. I collaborated with a lead engineer and two
designers to improve the overall usability and visual look of the product

 My Role
• Focused on improving the playbook management system’s
user flow, visual look, and wireframes
• Developed the cognitive walkthrough questions and conducted
remote testing with 3 different software engineers
• Worked with the client to determine the minimum viable product

CROBOT Duration
3 Month

Project Type
Client
How can we improve the
current onboarding process
and reorganize the playbook?  

Problem
Crobot has many usability issues that fail to convey it’s value
in the onboarding process of the app. The difficulty of navigating
the app increases the risk of users abandoning before
completing the onboarding. 

Solution
To increase the usability of Crobot, we improved the user flow,
reorganized the playbooks and repositories,
and redesigned the app. The changes are intended to
make the app easier to use and inspire trust in new users.
Current Onboarding Process
The current interface does not show how many steps
are in the onboarding process. There are a few steps in
onboarding, but the user is unaware of this upfront.
Crobot’s interface looks like an unreputable site, so users
may not feel comfortable entering their information.
Redesigning the visuals could inspire trust among users.

The playbook management feature looks difficult to manage,


empty of features, and actions are not clear for the user.
We worked on redesigning the current design and reorganizing
the information architecture of the app. We prioritized the
playbook that needed the most improvement.

The Process
Project Brief - Sketches - First Iteration - Second Iteration Prototype - Final Sketch Prototype - Cognitive Walkthrough
Iterating on designs
I proposed this design with my team and client I iterated on the design further and built out a new
for feedback and discovered the side navigation user flow for the playbook management.
might get unwieldy as the software expands.

First Iteration Second Iteration

To view second iteration prototype


Final Product Testing
I worked with my team to merge our ideas to develop our We tested our prototype with 3 software engineers and utilized
final design. This is what we used for our usability testing. a cognitive walkthrough. We asked the participants to talk aloud
to understand their thoughts and feelings using the app.

Task Success 0, Comments - Why?


0.5, 1

0 = failed
0.5 = struggled
1 = succeeded

Task 1: Understanding 1 I immediately noticed this menu bar with


“Slack integration”, because it is white as
“Tell me what’s happening well as this kind of non-ideal state
here. What do you think a (empty state).
playbook is?”

The user was able to


indicate they understood
the concept of playbooks
adequately.

Task 1.5: Notice Main CTA’s 1 I’m more inclined to “add my first
playbook” secondary button, even
“What’s the first thing that though I have two options.
you would do here?”

The user notices that they


should add a playbook.

To view final prototype To view more about testing


Project Learnings
Market competitiveness
After concluding our testing, we delivered our final product to our client who took the design as is.
If given more time, I would spend the time looking at the market competitiveness of the product
to find opportunities for improvement in the future.
Rethinking the equipment checkout experience
Background
The University of Washington-Bothell (UWB) IT department
allows students to checkout university equipment.
I worked in a team and collaborated with 3 other designers
to find ways to improve the current checkout process.

My Role
• Created the paper prototype and high-fidelity prototype
to show the full product experience
• Conducted light user research: cultural probe kit,
interviews, and persona creation
• Redesign the high-fidelity prototype to reduce the
amount of clicks and tested with target users.

Duration
3 Months

Project Type
Class Project
What are the challenges that the
staff and students experience with
the current checkout system?
Problem
The current process of checking out equipment is analog,
repetitive, and tedious. It is time consuming for the staff
and the students to check out items.

Solution
Husky Checkout is an app that allows students to check out
IT equipment quickly and efficiently.
In collaboration with the UWB IT department, we identified
ways to improve the checkout system by removing the
paper process and developed an electronic system.
Current Checkout Process
To understand the current checkout system, we did a “fly on the wall” observation
of the checkout process for faculty and students.

The blue card that staff and students fill


out when checking out equipment.

Physical equipment inventory that


A student browsing through the single equipment catalog binder to figure out what equipment to checkout. staff updates every day.
Formative Research Key Insights
We created a cultural probe kits for the staff to track their Based on what the staff reported, these were our
thoughts and feelings about the checkout process for 7 days. key findings about the current check out process.
We analyzed the kits and conducted follow up interviews.
Enjoys Job
The staff enjoys their job, but find it stressful
when many people are trying to check out
equipment at the same time.

Repetitive Task 
Many staff reported that they did not
like repetitive tasks and paperwork
with the current checkout system as
it leaves room for human error.

Outside Stress
We found that stress doesn't correlate
with their work and generally felt
stressed towards the end of the week.

To view more information


Prototypes
I created a paper prototype with another designer Through the paper prototype, we discovered giving
to test the user flow of the app with students students the options to customize the look of their
in the class to find areas of improvement. checkout experience was unnecessary.

First Iteration Second Iteration

To view full paper prototype To view full high-fidelity prototype


Second Iteration
I redesigned the UI of the app to look visually
appealing and improve the user flow.
I took inspiration from e-commerce websites,
since users are generally familiar with adding
items to cart and checking out. 
I tested both versions of the app to look
for areas of improvement and to see
which is easier for people to use.

To view full prototype


Project Learnings
Incentives and reminders to participants
Staff were expected to keep track of responses daily, but half of the participants
did not complete the kit daily. I would include a reward to incentivize the staff
to complete kits, in addition to friendly reminders to the staff about the task.

Keep testing
Run a more indepth usability study of the app’s final design with students
to see if it reduces the amount of time and repetitive nature of the checkout system.
Thank you! ✌
Feel free to reach out if you want 
to collaborate on a project, see
more of my work, or talk about
the pronunciation of GIF!

rosanna.lui123@gmail.com

To view more design work

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