Selected UX Projects
This project focuses on the analysis of the NPS data we received from JAPAC customers every month, encompassing both quantitative metrics and the qualitative comments provided in the NPS surveys. Our goal is to extract key themes, uncover noteworthy insights, and present these findings to our stakeholders, ultimately driving meaningful improvements based on customer feedback.
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Role: Data Analyst / Lead UX researcher
Method: Quantitative and qualitative data analysis
Company: Oracle
Timeline: Regular basis
This project investigates how Japanese customers interact with the "invoice summary" feature. Our approach combines click test and interviews with four customers. The click test provides insights into the reception of our new feature design, shedding light on its usability and effectiveness. Concurrently, in-depth interviews serve to uncover specific requirements, needs, and suggestions from our customers regarding the feature design.
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Role: Lead UX researcher
Method: Click Test + Interview
Research Type: Validation UXR
Company: Oracle
Timeline: 2 months
This project focuses on uncovering the needs and requirements of Singaporean customers regarding GST reports. Through in-depth interviews with five customers and a survey distributed to a broader audience, we gain valuable insights into their current workaround and preferences for handling GST reports. This research insights guide the design of this feature within our system, ensuring it aligns seamlessly with our customers' expectations and workflows.
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Role: Lead UX researcher
Method: In-depth Interview + Survey
Research Type: Exploratory UXR
Company: Oracle
Timeline: 2 months
This project aims to validate the familiarity instrument I developed for evaluating players' perceived familiarity with exergames. The user study incorporated 20 participants who played exergames and completed surveys. Additionally, I also involved using electroencephalogram (EEG) data to objectively track brain activity during familiarity induction. This instrument serves as a valuable tool for both exergame designers and players seeking optimized game experiences.
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Role: Researcher
Method: Usability Test + Survey + EEG
Research Type: PhD Research / Exploratory UXR
Company: Nanyang Technological University
Timeline: 3 months
This project aims to enhance cognitive inhibition in older adults through a combination of physical activity and cognitive tasks. We designed the Ping Pong exergame, which integrates traditional cognitive tasks with physical exercises within a gaming environment. A longitudinal study was conducted to evaluate the game's usability and its effectiveness in training cognitive inhibition. The results revealed positive usability scores and significant improvements in cognitive task performance among players.
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Role: Researcher / Game Designer
Method: Longitudinal Study
Research Type: Validation Research
Company: Nanyang Technological University
Timeline: 3 months