E's - Design to improve young professionals’ purchasing experience towards small… [Read more]
"E's" helps users to find suitable small household e-products and share relevant experiences.
"E's" delivers a new experience for young professionals to consult and communicate about small household e-products, which encourages them to form good purchasing habits that benefit their lifestyles and the whole environment. It also provides opportunities to exchange unique skills, experiences and relevant knowledge.
This project includes two stages, which started from contextual research about the main issues of the e-wastes in today's world and researched on young professionals' purchasing behaviours towards small household e-products and focused on making the potential solution that helps them minimize the negative impact of e-waste and benefits their lifestyles.
Semi-structured interviews, Graffiti Wall and Diary studies were used to conduct primary research. The semi-structured interview included two stages, Affinity Diagram was used to categorize emerging findings for modifying and setting out new questions before interview stage two. Because the interview was not enough to record the whole journey of purchasing, a day-based Diary Study was conducted to capture the behaviours and attitudes of those participants who have relevant intentions. After data collection, Affinity Diagramming, Empathy Mapping and Journey Mapping were used to define the insights and create potential UX vision.
Key Insights and Opportunities
Young professionals’ purchasing behaviours towards household e-products could be affected by their different living habits, environmental awareness and overconsuming behaviours based on various situations. Different living habits might affect young professionals’ personal needs towards certain products. With essential experiences and knowledge, they are more likely to make environmentally sound purchasing decisions and reasonable judgments. Young professionals want to get help from reliable resources, and they also want some face-to-face demonstration or verbal suggestions.
Prototypes and Iteration
The experience prototype was used to gain initial feedback from participants and identify some key problems in the system. According to their feedback, some changes were made in new navigation by merging overlapping functions and making more reasonable and logical flows. In iteration one, eight key tasks were identified for conducting performance and satisfaction evaluations. The average SUS achieved a better result in iteration two and there was a statistically significant difference between the first two iterations, and fewer negative instances were detected after iteration two.
Users could choose different communities to join their company groups or organizations, and the system would provide personalized information based on their profiles. It could help users to find experienced experts for solving problems. 1-to-1 teaching service encourages users to acquire unique skills and knowledge from other expert users. Both sides would receive rewards after teaching service, and users could redeem those rewards afterwards. Users could discover their unique experience and skills then they could get more rewards by teaching others.
I am keen on creating meaningful experiences and places through a variety of ideas.
I obtained my BEng and MEng from China. I've been working on architectural design and interior design in China before I joined the UXD MA program. I am good at providing ideas and describing concepts. I aim to discover more connections between users' journeys and the environment, and I also have a strong affinity for animation and the creative industry.
E's - Design to improve young professionals’ purchasing experience towards small household e-products
After obtaining my master's degree, I joined a local design institute for working on the concept development and project proposal of a vast range of projects, including schools, retails, commercial renovations and museums.