Y2S1 Design Computing - UX Studio (User Experience & Touchpoint)

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PHASES Key Stages

by Ashley Hu and Riley Leong

The CCW Race is a proposed experiential solution that encourages learning through play, creating points of interaction through gamification. Coupled with a 4D experience, the museum transforms into an exploration space for the senses and the mind.

TOUCHPOINTS Visitors' Actions & Interactions

EMOTIONS Visitors' Feelings at Each Touchpoint

OBJECTIVES

Samuel likes to hang out with his friends. Often, he is one that plans the outings and invites them. He rarely visits museums, but he has a curious and adventurous mind. He feels empowered when he gains new knowledge and shares them with his friends and family.

Indigo often goes to museums because she likes learning. She seeks out new exhibitions and experiences to try. She likes planning her activities ahead of time, so as to reduce anxiety. She likes feeling like she is in control. She shy away from crowds, and likes being in her own company.

Icons by Canva

Purpose of Each Activity & Interaction

DELIGHT POINTS Positive Points of the Experience

PAIN POINTS Friction Points of the Experience

OPPORTUNITIES Possible Solutions & Interventions

1. AWARENESS

2. PREPARATION

3.THE CHAU CHAK WING RACE

4. 4D EXPERIENCE

5.POST EXPERIENCE


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