
A handy snackbox for mess-free munching!
Designed by Edith Tan, Feng Guozi, Yang junwei
Role: User Research, Product development
Brief


Problem

Goal

solution
Research personas
Pain Points: Messy snack times, hygiene concerns, and convenience.
Goal: A product that keeps their children’s snacks hygienic and mess-free.

User scenario & Mapping
Interaction: The child spills crumbs everywhere and touches the snack with dirty hands from playing in the sandbox. The parent has to stop and clean up the mess, and they're worried about hygiene.
Pain: The parent constantly deals with spills, dirty snacks, and the stress of keeping things clean. It disrupts their quality time and adds unnecessary work.
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Competitive analysis

Key takeaways
Hygiene Focus: Competitors address spill prevention, but Monchi can stand out by emphasizing hands-free snacking, which directly solves hygiene concerns.
User Experience: Monchi can position itself as a product not just for toddlers (like Snack Catcher) but for various age groups, especially for busy adults and commuters, offering mess-free snacking in a playful format that’s missing from the market.
Form Development

Form Development

Strength and Durability Testing

Monchi



On-the-Go Convenience

Hygienic Snacking for Kids

Stress-Free Snacking at Work







A luxury interior firm located in Singapore
Designed by Yang junwei
Role: User Research, UIUX development
Brief


Problem
Goal
solution
Research personas
Pain Points: Time constraints, high expectations.
Goal: To create a luxurious, functional space that impresses guests while providing comfort and tranquility.

previous issues

Bad sales growth


Content details

Low fidelity


Twothree

Article page - CMs integration


About us page


Project showcase


Contact page



Career page





A luxury gaming car
Designed by XiQiao, Martin, Thélio, Yang junwei
Role: User Research, UIUX development
Brief
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Problem
Goal
solution
Research personas
Pain Points: Affluent gamers lack a luxury vehicle that offers seamless, uninterrupted gaming and social interaction while on the move.
Goal: To enjoy a luxurious and seamless gaming experience in their car without distractions, offering uninterrupted, high-quality gaming and social interaction while on the move.
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Market positioning
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benchmarks in chinese market
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Gaming market




china Game market
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game interaction mapping -moba game

Ideation through functionality
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Future Gaming Car
Car exterior

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FInal User experience

Mobile integration: Widget control


Dashboard UI




Seat Design
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Controllers
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Controllers
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An experiential product design for family furniture shopping
Designed by Felicia Wong, Yang junwei
Role: User Research, UIUX development, User Interaction design
Context


Problem
Goal
solution
Research personas
Parents with young children: Families who want to shop for home furniture and involve their kids in the decision-making process.
Kids (primary school age): Children who enjoy hands-on, creative activities and prefer engaging, playful environments.
Pain Points:
For Parents:Difficulty keeping children engaged during long shopping trips.Challenges in visualizing how furniture will look in their home.Lack of collaborative, family-friendly shopping experiences.
For Kids:Boredom during traditional shopping experiences.Limited opportunities for physical interaction and creativity.
Goal: The goal is to create an engaging, family-friendly shopping experience where kids can actively participate through interactive design tools, helping families visualize furniture in their homes while promoting store products and fostering customer loyalty.
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field research
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Disrupting other consumers’ experience
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Parents are too focused on other needs
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Kids are very active and tactile
survey on kids and shopping
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summarized insights
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Redesigning the experience


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Planning of interactive elements
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Stick It Spaces
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Showroom interactions
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Interactions around the space
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Communal area
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Redefining the furniture shopping

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Branding and marketing materials
Designed by Beatrice Feng, Yang junwei
Role: User Research, UIUX development, User Interaction design
Context


Problem

Goal

solution
Research personas
Parents with young children: Families who want to shop for home furniture and involve their kids in the decision-making process.

possible reasons users might be leaving the site

UNclear Call-to-actions

UNclear Call-to-actions
study on user flow

Monchi Branding Materials
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branding: Typography, marketing materials




new website

new site introduction
Interactive elements

New Asurion
Designed by Yang junwei
Role: User Research, UIUX development, User Interaction design
Context
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Problem

Goal

solution
Research personas
Youths: Rely heavily on his phone for work, studies, and socializing, making quick, affordable, and transparent phone insurance essential to him. He’s frustrated by hidden fees and complex claims processes and values seamless, mobile-first experiences with clear communication.
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outline
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Other telco insurance plan
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asurion mobile plan
key insights
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Proposed Solutions
Interactive elements
Interactive elements
Interactive elements
new site introduction
new site introduction
ALternative idea
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Bondee
Designed by Yang junwei
Role: User Research, Product development, User Interaction design
Context


Problem

Goal

solution
Research personas
Youths: Young adults aged 18-30 who, despite being connected online, often feel isolated and disconnected. They seek platforms that offer a balance of creativity, collaboration, and meaningful engagement but find current options lacking in these areas.


Research

Unmet needs

Survey
key insights

Proposed Solutions
Entering a virtual garden
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User gets to pick which community garden they want to join, and they can leave whenever they want to
Showcases the virtual gardens around your area that you can join and collaborate on.
There are fixed community clubs and hotspots, while others can purchase their own community garden
Collecting Ranking Points
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Rankings and unique garden aesthetics as a status symbol.
Biome ranking points are earned through completion of tasks, interaction with plants, and opposing community plants.
Earning a spot could give the community a rare plant or real-life rewards points that can be collected after users harvest their plants and complete the collaborative task generated. These points are then contributed to the community overall points and are used to rank the community.
Fundamental Concept
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A user creates and personalizes a communal plant room by planting plants and adding decor. They aim to contribute to a communal challenge and unlock a rare collectible plant.
User opens the plant library, categorized by type (e.g., Foliage, Flowering, Exotic).
The plant’s placement grid highlights available spots
Interaction with plants
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Plants will be planted as seedlings and user will have to water it every now and then to grow them.
Harvesting earns the user’s community biome rankings.
Scenario 1: Participating in aN AI Community Challenge
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Alex receives an invitation from AI to participate in a “Zen Garden Challenge”: “Help build the community rainforest and unlock the Golden Orchid!”
The user will then be taken to a modal of all the weekly, top challenges
The challenge is a collaborative milestone where the user and others work together to grow and place 50 zen plants in a shared space. As a team, they have 72 hours to complete the task
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The User select the appropriate element to design the garden with
As the garden fills up, team progress is displayed, and user receive encouraging AI nudges
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The user will find the newly added rare plant is a collectible itemUser select the appropriate element to design the garden with
AI recognizes how long it takes for the community to complete, frequency, plant types added, Contribution size, and preferred themes.
Social Interaction Scenario 2: Rivalry Mechanics
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Users can visit other community gardens to interact with
The challenge is a collaborative milestone where the user and others work together to grow and place 50 zen plants in a shared space. As a team, they have 72 hours to complete the task
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AI-powered notifications suggest playful interactions
Emma decides to “steal” a plant (a limited interaction mechanic) from Community Y’s garden by using the steal option.There is only a probability of stealing the selected plant, which is determined by the number of plants that surround the selected plants. This allows the communities to strategize and deter people from stealing
Community Y receives a notification saying their plant was taken and has the option to “recover” or retaliate
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Steal Back: Zoe can choose to steal a plant from Emma’s garden in return
Sabotage Resource Drain: could use in-game resources to drain Emma’s garden of virtual resources
Zoe can click on a button or a specific option to restore the plant to her garden. This might require Zoe to perform a simple action, like placing a new plant or using in-game resources
Scenario 3: Seasonal Event
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Weather events like droughts or rainy seasons could directly impact challenges or individual planting strategies:
Data from weather, festivities, etc
Users tap on tiles to plant aquatic species, with AI suggesting the most efficient combinations.
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The user will get notified of the task's progress after the participation. After completion, user will obtain the rewards (biome points, rare plants)
Backend how it works

It offers AI-Powered assistant that provides dynamic suggestions for plants, actions, and rival strategies to ensure tailored engagement for each user.

Data flow of the new feature
Welcome
I'm Junwei. I'm a UX designer who elevates user experiences.



Monchi


Future Car


Twothree Website


StickyItSpaces


Monchi Branding

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ASURION

