Que

Survey, Market Research

Role
UX/UI Design / Branding Design
Duration
6 Months
Device
Android, IOS, Web

Overview

Today, the research and survey platform market is saturated, with many companies using mobile and web platforms to collect user opinions. Since most platforms offer similar rewards (like points or cash), competition is intense. As a result, users often see these platforms as profit-driven and only participate to earn rewards. This has led to lower engagement and interest, creating a demand for research platforms that offer a better experience and provide more meaningful information.

Background

Today, the research and survey platform market is saturated, with many companies using mobile and web platforms to collect user opinions. Since most platforms offer similar rewards (like points or cash), competition is intense. As a result, users often see these platforms as profit-driven and only participate to earn rewards. This has led to lower engagement and interest, creating a demand for research platforms that offer a better experience and provide more meaningful information.

Overview

Today, the research and survey platform market is saturated, with many companies using mobile and web platforms to collect user opinions. Since most platforms offer similar rewards (like points or cash), competition is intense. As a result, users often see these platforms as profit-driven and only participate to earn rewards. This has led to lower engagement and interest, creating a demand for research platforms that offer a better experience and provide more meaningful information.

Background

Today, the research and survey platform market is saturated, with many companies using mobile and web platforms to collect user opinions. Since most platforms offer similar rewards (like points or cash), competition is intense. As a result, users often see these platforms as profit-driven and only participate to earn rewards. This has led to lower engagement and interest, creating a demand for research platforms that offer a better experience and provide more meaningful information.

Overview

The idea for the 'Que' Project came from the crowded survey market. Today, many users see survey platforms as just a way to earn points or cash. 'Que' aims to go beyond this by offering not only financial rewards but also interesting and valuable information that draws users in. Our goal is to create an information-based service that increases user engagement and provides real insights.

Key Issues

We approached this by researching competitors widely used by domestic users, analyzing their reviews, and listening to real user feedback to identify these issues. We have decided to focus on the following three key issues.
1. The perception of research platforms as profit-driven services.
2. The lack of reliability in services due to declining information quality.
3. The decrease in the authenticity of responses caused by low accessibility and usability, leading to users not reading questions in full.

These factors ultimately contribute to the platform becoming trapped in a model focused solely on simple answers and profit.

Solutions

To address the main issues mentioned above, we gathered meaningful information from blogs, articles, and other sources, and then conducted brainstorming sessions to develop solutions. While we had many ideas, we focused on three main solutions as the goals for the product.

Logo & Colors

The 'Que' logo has a double meaning. It is an abbreviation for "Question" and also represents being ready to start, like "Ready, Cue!" Additionally, the logo '큐' is the Korean phonetic representation of 'Que.' The 'Que' platform listens carefully to users' voices and feedback, using them to improve the service. The main color in the logo, orange, represents energy, vitality, creativity, and innovation. This color captures the spirit of the 'Que' platform as it takes on new challenges and adventures.

Information Architecture

Before starting the 'Que' project, we brainstormed ideas and developed an information architecture to organize and structure the service information, effectively integrating the ideas from our brainstorming sessions.

Wireframe

Prototype

What We Changed and Why?

#1. Complex main screen due to displaying multiple functions on one screen

-> Display only key functions
When multiple features are displayed to users simultaneously, it can create confusion regarding their desired actions. Therefore, by showcasing only the two main functions of "Ansimi," users can quickly access the services they need and achieve their goals efficiently.

#2. User-unfriendly address input box

-> Faster address settings
In the previous UI, users had to enter the full address each time, which was cumbersome. However, with the new UI, repetitive and tedious input time is reduced, allowing users to quickly find their destination through the new map feature.

#3. Unfriendly location sharing service

-> Quick location sharing confirmation
In the previous UI, receivers were often required to sign up each time they wanted to share their location, making the process difficult. This complexity could lead to discomfort and create barriers to service use. To improve this, we redesigned the service to allow quick and easy location sharing without sign-up. Our goal is to enhance the receiver experience and encourage registration with a smoother location sharing feature.

Overview

'Catch-back' is a cryptocurrency fee rebate platform designed to give users a portion of their trading fees back on futures transactions. In South Korea, cryptocurrency referral programs often carry a negative image due to perceptions of market instability and concerns about potential fraud. In response, 'Catch-back' aims to create a more user-friendly and trustworthy experience. To enhance accessibility, we redesigned the UI, introduced simplified referral methods, and added a pre-calculation tool that allows users to easily estimate potential rebates. These improvements are designed to increase ease of use and encourage longer engagement with our service.

Team Ideation

Our team engaged in an ideation process to enhance the 'Catch-back' service, making it more competitive by offering optimized fees and introducing unique additional features. To ensure our fees were more reasonable, we conducted a thorough analysis of competitor discount rates and directly negotiated with companies to secure better terms.

Logo & Color

'Catch-back' carries the meaning of "getting back what was caught." To appeal to the primary target audience of the referral program, the MZ generation, we chose a purple color to convey a youthful and trendy vibe.

Design System

Main Features

1. Landing Page

Landing page include hero section, Recommended exchange, Footer. So when you land on first time, you can see hero section which includes title and subtitle and if you scroll down you can see recommended exchage and it connect to detail exchange page.

2. Withdrawal

The withdrawal page is displayed to users who have an existing account on the platform. Users can view the accumulated rebate amounts for each linked exchange, and once the amount exceeds a certain threshold, they can consolidate and withdraw the funds. The withdrawal amount is immediately visible on the main screen, and the intuitive and easy-to-use withdrawal system helps users quickly complete the process.

3. Payback Calculator

The Payback Calculator is a simulation tool that allows users to calculate how much of a fee rebate they can receive. By inputting three parameters—exchange, seed money, and leverage—users can quickly and easily perform a simulation. This service helps users compare and check fees with other platforms before creating an account, thereby encouraging more users to join the platform.

Main Features

1. Customized feeds and recommendations based on user preferences
Users can create groups with customized content displayed for each one, tailored to their specific characteristics. The main homepage showcases each group's traits and content that members can view together.

2. Interactive Group Content Experience
When watching content with group members in real-time, users can also participate in a group chat. This feature is a key highlight, as it allows users to share thoughts and ideas, going beyond just viewing the content.

3. Personalized Advertisements
Users can view and shop for advertised items while watching content. These ad items are personalized based on the user's preferences, which are gathered during the onboarding process when creating the service account.

Market Research

To differentiate the Gather service, we researched the main target audience, user perception, and growth potential in the OTT market.

Marketability

YouTube Shopping Ads
YouTube Shopping Ads let creators tag products in videos, Shorts, and live streams, allowing viewers in select regions to browse and purchase directly on YouTube. Shoppable links appear in video descriptions, a product shelf, the Shopping button, or as pinned items during live streams, streamlining the shopping experience.

User interviews

One-on-one interviews and surveys were conducted to gather and analyze data on device usage and user experience. The survey included 20 questions and 13 participants. While the participants provided diverse responses, they could be broadly divided into two groups. Group A consisted of women in their 20s and 30s who enjoyed online shopping and frequently watched OTT content. Group B, which included both men and a smaller number of women with a similar age range, preferred engaging with social media for communication rather than online shopping. Based on these survey results, I developed personas and user flows, which are visualized in the next section.

Personas

Based on the insights derived from user interviews and surveys, virtual users were created to identify user personas and their experiences that may occur during app usage.

Competitor Analysis

To understand similar products on the OTT service, various applications have been compared. In addition, competitive studies on user reviews are analyzed for strengths and weaknesses.

Problem & Solution

Based on user interviews and market research, the problems identified can be categorized into three main areas. The solutions were derived from insights gathered through user interviews, specifically regarding users' ad preferences, as well as through competitor reviews and analysis.

Discoveries

Before designing the product, we conducted research on the demand for public safety services and users' perceptions.

Survey Findings

In a survey of 22 participants, the findings revealed that women in their 20s and 30s recognized late-night safety issues but were unaware of effective solutions, leading to feelings of disappointment. They primarily relied on calling family or friends for safety, finding no better alternatives than contacting 911 or someone they knew. Ultimately, they expressed hope for the development of improved mobile safety tools and services in the future.

Wireframe Sketches

With features set in mind, the skeleton of Ansimi is created. Sketching out what I’ve envisioned has helped me get a better sense of the app’s flow and what features should be added and removed throughout the users’ journey.

Style Guide

In collaboration with my team, ㅈe developed a style guide to streamline our product design process.
'Ansimi' includes two distinct versions: Dark Mode and Light Mode.

Explore UI

While designing UI and user interactions, we focused on creating a visually simple and intuitive experience to engage new users.

Prototype

Usability test

Before finalizing the product, 5 participants from the recruited survey group tested the newly designed 'Ansimi' app and evaluated it using the System Usability Scale (SUS). The SUS score was 89, indicating strong usability. The remaining participants also provided feedback on the new design. Most feedback was positive, with users appreciating the more intuitive and user-friendly interface. However, some critiques noted that the overall low saturation of the design conveyed a cold image rather than the warm impression typically associated with public services.

What i learned?

✅ Just because a project seems to be going well with everyone in agreement doesn’t mean everything is actually on track. After we set the service goals, chose our target audience, and completed the user flow, we needed to go back and rethink our target selection. This was our first real challenge in what had seemed like an easy process. By talking to real users and workers instead of just relying on online research, we were able to redefine our service goals and find clear pain points.

✅ Prioritizing and summarizing areas for improvement is essential in service development. Although we found many issues and received useful feedback from several user tests, our team worked together to list and prioritize the most important feedback that matched our service goals.

What i learned?

✅ Designing the whole system has been a great learning experience. As a junior product designer, I started from the beginning and learned how the admin team works. It wasn’t just about making things look good, but also about organizing and planning the system. Working closely with developers taught me the importance of clear communication and teamwork. I learned that good design is not just about looks, but also about how well it works, and that working together is key to building a successful product.

What i learned?

✅ In this project, I gained invaluable experience, especially as it was my first role as a product designer in a corporate setting, making it a significant milestone. From planning and branding to product development, I learned not only how to communicate effectively and present data accurately but also how to align and coordinate diverse opinions. My role extended beyond design tasks, involving collaboration on the project as a whole. One of the most memorable lessons was understanding that feedback from team members is not a personal critique but constructive input aimed at improving the project. This feedback process is essential for achieving better outcomes. I also realized the importance of actively seeking feedback from senior colleagues and managers to grow and improve. Above all, I learned that creating something truly exceptional requires a deep understanding of the problem you are trying to solve. This means dedicating time and effort and fostering a genuine curiosity and passion for the subject. Only through the iterative process of designing, failing, learning, and improving can you achieve meaningful and impactful results.

Prototype

Usability Result

✅ "After conducting tests with three users, all of them showed interest in the service, noting its differentiation from existing OTT services. They were particularly intrigued by the personalized ads, and they expressed positive opinions about being able to use both content viewing and chat features together. However, despite the availability of various services, the majority of users stated that their decision to use the service would depend on the price."

What i learned?

✅ The importance of usability and the value of user-centered design through iterative testing.
✅ To observe users' subtle interactions, direct observation (via video call or in-person observation) was necessary. Despite limited functionality and time, observations were made on facial expressions, scrolling actions, and subtle movements.

What is next?

✅ Explore and solve issues related to the implementation of new features through in-depth discussions with developers.
✅ Enhance the user interface of the main homepage to improve intuitiveness.
✅ Conduct secondary field-based user testing to identify and resolve ongoing usability issues.
✅ Develop an integration system that enables smooth communication and integration between mobile devices and smart TVs.

Que