XR Experiences Samsung Research America

Solutions with Cutting Edge Techology

Designed and developed potential use cases and prototypes to showcase Samsung’s new inventions for consumer and B2B XR.

Role

UX Designer and Researcher

Responsibilities

0-to-1, Feature Development/Design, Storyboarding, Research, Strategy

Date

May 2022 - Dec 2022

(8 months)

Tools

Figma

Blender

Unity

Microsoft Excel

Project

My Impact

1

Designed 2 end-to-end proof of concept prototypes

seamlessly designed and integrating cutting-edge technologies to enhance user experience and streamline research processes.

2

Conducted comprehensive user research and usability testing to inform the design process

Ensure prototypes effectively addressed the unique needs and workflows of the research lab's diverse user base.

3

Collaborated with cross-functional teams, including researchers, engineers, and project managers

Iteratively refine and optimize the prototypes based on stakeholder feedback and project requirements, demonstrating adaptability and effective communication in a collaborative UX design environment.

Overview

Samsung Research America, is Samsung Electronics’ American research labs where they develop a range of technologies for their solutions. Our team sat under the mobile platform solutions lab.

My team identified potential use cases for solutions that demonstrates the breathe of the technology to help identified users.

My Role

I was the ux designer and researcher on a team of 1 supervisor, 3 leads, 2 designers, 1 engineer, 3 tech artists.

I was the main point of contact in communicating and advocating for our design decision.

Focus

  • Secondary Research
  • Developing use cases
  • User flows
  • Creating assets and prefabs for figma and unity prototypes

Design Process

diagram of steps of design process, understand, research, analyze, design, user test, then present

Brief

Each brief revolved around the user, technology, and goals.

Objective

Problem Defintion

After considering the user and the technology we want to target, We selected these 4 research methodologies to best suit the brief.

From our research findings, we ideated how might we tackle trends of specific demographics and identify potential opportunities.

Developing Use Cases

From our research, we ideated on use cases.

Using figma, we organized the information, analyzing the benefits for our proposed use case.

This gave insight to opportunities to explore.

*Due to the confidentially of the technology, certain information is deliberately left blank in these representations.

sticky notes in sections titled, themes, goals, user case 1, use case 2

Why in XR?

We assessed existing solutions for a specific goal, mapping user journeys to identify tasks required for goal completion.

Analyzing these user journeys exposed pain points and potential improvement opportunities for each method, influencing our considerations for alternative solutions.

*Due to the confidentially of the technology, certain information is deliberately left blank in these representations.

Hypothesis

XR can help my user do (Tasks) and (Goals) in this scenario.

Insight

A list of potential features are created to rank against how well they support the technology and user.

Decision Matrix

Each specific feature was placed on a decision matrix.

We assigned points based on how closely they align with our goals for the user, the technology, and overall.

sticky notes in sections titled, themes, goals, user case 1, use case 2

Defining Features

After deciding features, a clear breakdown was created of how each feature benefits the user and what the use case is.

Scoping Features

We assigned story points to each feature creating epics to tackle the prototype.

Definition

use case to prototype

Wireframe - Gray-boxing

My team used Blender, Shape XR, and Unity in different stages of the design process to iterate on designs based on their capabilities.

wireframe image of user standing in front of digital content, low fidelity

Blender

  • Create storyboards.
  • Think through poses and camera placement.
  • Capture the best angle to communicate concepts.
wireframe image of user standing in front of digital content, low fidelity

Shape XR

  • Place UI or 3d assets in XR space with user avatar models.
  • Scale, orient, and position in your real environment and human scale.
wireframe image of user standing in front of digital content, low fidelity

Unity

  • Iterate on pre-existing assets.
  • Make quick changes in the prototype.

Asset Creation

UI and storyboards are created and collaborated on in figma to ensure consistency through the process.

Outcomes

1

Research to Inform Design

Leveraged comprehensive research findings to identify key use cases and executed low-fidelity to high-fidelity prototypes. This approach ensured a thorough exploration of design possibilities and a refined user experience for the final product.

2

Consistency and Communication

Established a consistent and transparent communication channel by delivering weekly update presentations to the supervisor, ensuring a well-informed and engaged project management process throughout the UX internship.

3

Innovation and Creativity

Introducing novel concepts and solutions that garnered positive feedback, ultimately elevating the overall project impact and user experience.

Postmortem

Our team presented each prototype and we learned a little more on how we worked together as a team. We adjusted and learned how to lean into each other’s strengthens for the next project.

Reflection

I realized that the sorts of projects we created were too ambitious for what we wanted to achieve. We should have removed some of the not as essential features to show bite-sized successes before tackling everything a user might need.


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