CLUE

How did I get there?

Tested the three concepts through quickly prototyping.
I also mapped a day in Margaret’s life to see which services she used most. I found that AI was largely invisible during her daily routine. It was only more noticeable in high-stakes moments, such as banking and the NHS.
I used COM-B as a design check for motivation. It highlighted personal relevance, reassurance and control.
I also explored game mechanics to see how they could apply to my product.
I ran more than seven rounds of flow design, wireframes and low-fidelity prototypes, followed by co-design and testing. Each round helped me refine the design.
I tested in both exploratory and evaluative ways.
Organised my design through MoSCoW and the sitemap.
A general experience flow with three entry points

Hayley Liu — Multidisciplinary UI/UX Designer with 5+ Years of Experience, Specialising in Game UI, Complex Systems and Research-led Product Design

I was a game UI designer. That does not only mean I tended to think about gamification. I was used to working with a defined world and a clear art direction, so I had a relatively clear direction and result, but limited control.

For this major project, I kept reframing the problem through research, prototyping and testing. The direction emerged through uncertainty.

I also started to see my career in a similar way to design: accept uncertainty, explore possibilities, prototype a direction, reflect and refine over time. It does not have to be a fixed title.

Around fifteen years ago, there was no clear UI/UX role, and smartphones had only just been invented and launched. Positions keep changing. So I have to find what I value. I want to do meaningful work, have creative ownership, and continue to have variety and growth. That is what I value.

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