Optimization control experience
MOBIUZ EX series entertainment controller
Optimized the UX design for gaming series products, which involved competitive analysis, designing research questionnaires, developing testing tasks, and conducting prototype functionality testing.
Optimization control experience
MOBIUZ EX series entertainment controller
Optimized the UX design for gaming series products, which involved competitive analysis, designing research questionnaires, developing testing tasks, and conducting prototype functionality testing.


Deliverables
Deliverables
User research, UX design
User research, UX design
Type
Type
Monitor controller experience
Monitor controller experience
Role
Role
UX intern
UX intern
Timeline
Timeline
6 months, 2021
6 months, 2021
Goal
Goal
Beyond the Desk: A Liberated Display Control Experience
Beyond the Desk: A Liberated Display Control Experience
The BenQ EX series is specifically designed for gaming and entertainment needs. In addition to delivering an excellent gaming experience, it aims to provide users with a comfortable and unrestricted experience when using video platforms like YouTube and Netflix.
This project focuses on optimizing the original remote control's design and experience to offer users an enhanced operational experience.
The BenQ EX series is specifically designed for gaming and entertainment needs. In addition to delivering an excellent gaming experience, it aims to provide users with a comfortable and unrestricted experience when using video platforms like YouTube and Netflix.
This project focuses on optimizing the original remote control's design and experience to offer users an enhanced operational experience.
My role
My role
Conducted competitive analysis for gaming series products.
Designed and analyzed research questionnaires.
Developed and executed testing tasks.
Conducted prototype functionality testing.
Conducted competitive analysis for gaming series products.
Designed and analyzed research questionnaires.
Developed and executed testing tasks.
Conducted prototype functionality testing.


WHO’s our target audience?
WHO’s our target audience?
Individuals with limited space who have both work and entertainment needs.
Individuals with limited space who have both work and entertainment needs.


We found that the current young user demographic primarily consists of renters, with most users owning one to two monitors, while some do not purchase additional TVs.
We found that the current young user demographic primarily consists of renters, with most users owning one to two monitors, while some do not purchase additional TVs.
WHAT will they do on the monitor ?
WHAT will they do on the monitor ?
“Movies, TV shows, and office work.”
“Movies, TV shows, and office work.”


Due to space limitations, users require monitors for not only gaming but also video watching and remote work. Our analysis showed that "different distances" offer the most comfortable experience. In office and gaming scenarios, users typically operate the monitor from their desks with a keyboard and mouse for efficiency. However, when watching videos, they prefer to relax on the couch, in a recliner, or even in bed.
Due to space limitations, users require monitors for not only gaming but also video watching and remote work. Our analysis showed that "different distances" offer the most comfortable experience. In office and gaming scenarios, users typically operate the monitor from their desks with a keyboard and mouse for efficiency. However, when watching videos, they prefer to relax on the couch, in a recliner, or even in bed.


Design Challenge
Design Challenge
“Whether for work or entertainment, a single remote can meet most control needs.”
“Whether for work or entertainment, a single remote can meet most control needs.”
Building on the original remote, we aim to enhance the redesigned remote to provide users with a better operational experience across different activities. Users will no longer need to switch sources or adjust settings using the monitor buttons and will not be limited to desk control for media playback.
Building on the original remote, we aim to enhance the redesigned remote to provide users with a better operational experience across different activities. Users will no longer need to switch sources or adjust settings using the monitor buttons and will not be limited to desk control for media playback.
Controller functions
Controller functions


-> Streamlining and Retaining Essential Features
-> Streamlining and Retaining Essential Features
To understand user habits when operating the two major video platforms, Netflix and YouTube, we distributed a questionnaire and collected 129 valid responses.
Based on the commonly used and deemed important operational experiences, we identified the following key features.
To understand user habits when operating the two major video platforms, Netflix and YouTube, we distributed a questionnaire and collected 129 valid responses.
Based on the commonly used and deemed important operational experiences, we identified the following key features.




Proposal Process and Discussion
Proposal Process and Discussion
Phase One
Phase One
Presented three versions of the remote to the ID and PM teams for discussion.
Identified the need for buttons like "skipping ads" and "subtitle adjustments" to enhance user experience on platforms like YouTube and Netflix.
Conducted a DP streaming analysis with PSVR 2, focusing on key aspects such as unboxing, tutorial, connection, and setup preparation.



Phase Two
Phase Two
Made revisions based on findings from the previous phase. Noted that YouTube and Netflix offer the "TAB" keyboard shortcut as an alternative to mouse control.
Made revisions based on findings from the previous phase. Noted that YouTube and Netflix offer the "TAB" keyboard shortcut as an alternative to mouse control.
Proposal 1
Proposal 1
Proposal 2
Proposal 2
Added a TAB button for function selection on multimedia platforms, with a central dial designed as a multifunction button based on mode.
Conducted a DP streaming analysis with PSVR 2, focusing on key aspects such as unboxing, tutorial, connection, and setup preparation.
Included a Switch Key to prevent user confusion between monitor and PC control, with the central dial offering relevant functions only after mode switching.
Conducted a DP streaming analysis with PSVR 2, focusing on key aspects such as unboxing, tutorial, connection, and setup preparation.




Test finding
Test finding
We interviewed 7 target audience members and 3 general users and found that:
We interviewed 7 target audience members and 3 general users and found that:


When a Switch button is present, users need to make an additional judgment about whether the current state is controlling the monitor or the system.
Using the TAB key to navigate multimedia platforms makes it difficult for users to determine where they have moved.
When a Switch button is present, users need to make an additional judgment about whether the current state is controlling the monitor or the system.
Using the TAB key to navigate multimedia platforms makes it difficult for users to determine where they have moved.


Proposal 3
Phase Three
We determined that the TAB key must include three functions—"Forward," "Backward," and "Confirm"—to control media platforms. Additionally, we will introduce "three TAB group keys" and rename them as the "Select Key."
At this stage, we combined the volume controls for the screen and system into the same key, with the Switch Key serving as the mode-switching button between the screen and system.
We determined that the TAB key must include three functions—"Forward," "Backward," and "Confirm"—to control media platforms. Additionally, we will introduce "three TAB group keys" and rename them as the "Select Key."
At this stage, we combined the volume controls for the screen and system into the same key, with the Switch Key serving as the mode-switching button between the screen and system.
Proposal
Proposal
Prototype
Prototype




Test finding
Test finding
To test whether users can smoothly navigate between entertainment media and screen functions using the remote, we also aimed to identify which of the two prototype proposals better meets user needs.
To test whether users can smoothly navigate between entertainment media and screen functions using the remote, we also aimed to identify which of the two prototype proposals better meets user needs.


Planned user testing tasks: source switching, brightness adjustment, volume control, selecting videos, and adjusting playback speed.
Planned user testing tasks: source switching, brightness adjustment, volume control, selecting videos, and adjusting playback speed.


Learning and thought
Learning and thought
What did I learn from the project
What did I learn
Bold Hypotheses on Different User Experiences
Bold Hypotheses on Different User Experiences
My Thoughts
My Thoughts
Smart home appliances are a growing trend—do physical remotes still have a place?
Smart home apliances are a growing trend
Simulated different usage situations, including proximity, mode switching, and operational issues.
Collaborated with domain experts to explore diverse possibilities and insights.
Simulated different usage situations, including proximity, mode switching, and operational issues.
Physical remotes help with display button usability issues.
Transforming the remote into an app would allow for feature customization without additional hardware.
This transition aligns better with the rise of smart home appliances.
Transforming the remote into an app would allow for feature customization without additional hardware.
