Redesigning CorePower Yoga's mobile experience
The existing CorePower Yoga mobile app does not serve their brand well. While the studio experience is fluid and refined, the app is redundant, vague, and disconnected from the overall feel of a CPY studio.
From a usability standpoint, there are a number of jarring no-nos. I set out to solve these issues by redesigning the mobile app.
View prototypeTraining management and readiness reporting for Marine Corps aviation operations
M-SHARP is a web app designed to enable 150+ Marine Corps aviation units to manage training, manage resources, and assess their overall combat readiness.
Myself and one designer pioneered UX design and research practices on this team.
This project is under a strict NDA, but I would gladly discuss it further if you are interested.
A wayfinding system to facilitate navigation around UC San Diego
With upwards of 750 buildings sprawled across 1,100 acres, UCSD proves to be a complex space to navigate. At the same time, the campus attracts a variety of people, from well-acquainted locals to first-time visitors. Irrespective of familiarity, well-designed wayfinding resources are crucial to how all users experience the physical space.
Exploring the impact of gesture in the construction of meaning
The process of developing a shared understanding between a group of individuals can be a difficult one that requires communication beyond spoken language. What can we learn about perspective and intent by leveraging gesture as a visual form of communication?
My name is Denise Chau. I'm a UX designer and researcher who dabbles in front-end development. I suppose you can call me a UX generalist with strengths in conducting research and building interactive prototypes.
My name is Denise Chau. I'm a UX designer and researcher who dabbles in front-end development. I suppose you can call me a UX generalist with strengths in conducting research and building interactive prototypes.
I received a B.S. from UCSD in Cognitive Science with an emphasis in HCI. It was here that I began my practice as a researcher and formed the habit of putting a healthy dose of skepticism to use.
To this day, my favorite cog-neuro topic is (without a doubt) brain plasticity and it remains one of the themes that makes user research so captivating to me.
Another aspect at the core of my career is a longtime fascination with how cultural identity (i.e. the feeling of belonging to a group) is formed, projected, and received.
This interest is largely inspired by my personal journey, in which my sense of cultural identity tends to be challenged by others.
My curiosity for studying the intersection of perception and experience should come as no surprise. I enjoy celebrating individuality and challenging the oversimplified drivers of identity that society at large recognizes.
I draw inspiration from disparate sources and activities. In my me time, I enjoy practicing yoga, spending time outside, and going to cultural and art events.
If you would like to attain a copy of my resume, feel free to download it below or shoot me an email at denisetuchau@gmail.com.
Download PDF Download PDFProject Overview: My redesign of the CorePower Yoga mobile app was a side project I took on to create a more usable, refined app.
CorePower Yoga (CPY) is not your average local yoga studio. It is a large network of studios, which increases its capacity in several ways. User needs are very much influenced by these unique characteristics, so let's take a closer look at some attributes.
CPY has an app but its usability and aesthetic can be improved.
The abundance of features clutters the interface, especially the class schedule pages.
Visual weight is distributed too evenly throughout the app. Important content needs to stand out, not be subdued.
Create an intuitive interaction and it'll do the explaining for you.
There are many ways to achieve the same thing. Giving users options sounds nice in theory, but can jeopardize usability. Less is more, especially in mobile.
It's a crucial step of my process to build a deep understanding of the community before starting any design work. To help do so, I conducted a series of informal interviews at the studio. From there, I distilled CPY goers into three distinct categories.
From a research standpoint, I think the richest understanding is created when using qualitative and quantitative findings to complement one another. It is because of that that I conducted a survey with studio goers. My goal was to form an objective view around studio behavior, user needs, and app usage that I could later use to help drive design decisions.
Which yoga goers regularly use the app?
What do users use the app for?
close-ended survey, in-person, roughly same amount of participants from each class type
71%
survey participants use mobile app to check the class schedule
91%
black tag (unlimited) members use mobile app to check the class schedule
74%
app users go to 11-31 classes/month
52%
app users have attended 2-3 studios in the last month
A small amount of app users reported using:
81%
app users customize favorites by studio rather than by class type or instructor
In the initial stages after research for me, it's about throwing many things at the wall and seeing what sticks. I find that I have the tendency to pixel push when I wireframe digitally, so I started by sketching potential layouts and workflows on grid paper this time. I wanted to provide myself with many options to move forward with.
Maybe next time, I'll chuck the eraser to discourage the perfectionist in me.



After deciding on a workflow to move on with, I began prototyping in Sketch. Now that I had an accurate sense for how things would look on a mobile screen, I started refining layout, use of color, imagery, and typography.
I then pulled the Sketch interfaces into Invision with the intent of creating an interactive prototype I could run a usability test on. Explore the full prototype here.
How well or poorly does the redesign work?
Will users navigate through the app easily?
usability test, in-person, 2 black tag (unlimited) participants, 5 tasks and an informal post-task Q&A
I decided to change the phrasing around "Favorites" to "My Schedule." The concept and use case remained the same. I was still providing users with the ability to compile one class schedule view from multiple studios. I just fancied the idea behind a schedule that was uniquely for that user, whereas "favorites" felt like a dated term reserved only for use in interfaces.
Although this change in phrasing seemed to briefly confuse one participant, I decided to keep it as is for two reasons: 1) the user quickly caught on and 2) I was not shifting the model (favorite/unfavorite, save/unsave). Had I been shifting the model then I would have been introducing a larger learning curve, in which case I'd be more concerned with benchmarking metrics pre- and post-adjustment to compare.
One of the links in the home page is dedicated to studio publications and announcements, typically special events and workshops. After discussing this label with a user further, we decided the more concise label was "news and events."
"'Local events' doesn't make me think of new things going on at the studio."
This project helped reaffirm how useful post-usability conversation can be. While this is an excellent time to clarify anything from the usability test itself, it's a great chance to build a rapport by asking open-ended questions to prompt informal, yet constructive conversation.
As a researcher, conducting research and collecting actionable data is the obvious part of the job. The implicit part of the job is about building relationships with users, as you are oftentimes one of the few people that actually represent the team.
Project Overview: M-SHARP is a web app designed to enable 150+ Marine Corps aviation units to manage training, manage resources (e.g. personnel, aircraft), and to assess their overall combat readiness.
My Role: Myself and one other designer pioneered UX design and research efforts on the team. I spent most of my time collaborating with subject matter experts and business analysts to dive into the workings of aviation operations, creating various deliverables to drive product discussions, developing interactive prototypes, and conducting usability studies with our diverse user base.
When the team had a general direction on what feature was to be built next, we'd cultivate our understanding of business needs, user needs, and the context of use through various resources.
Technical stakeholders (development, solutions architect, and design) would collaborate and create a package of deliverables to present back to business stakeholders. This presentation was intended to ensure that we had a shared vision moving forward.
The mighty design duo would then create a number of low-fi solutions to consider moving forward with.
The conditional nature of content in the system was complex, closely tied to real-world context, and had quite a learning curve. Therefore, the best way for us to communicate design was for us to develop prototypes with deliverable HTML and CSS, and slightly less deliverable JQuery that was incorporated to express conditional content and interaction design to the implementation team.
After the prototyping phase, we typically ran in-person usability tests with users at a local airbase. Afterwards, we'd document and summarize our findings in a spreadsheet, create highlight reels to communicate major findings, and present to business and technical stakeholders.
Having succinct conversations about context, user and business needs with the implementation team was key to the success of our collaborate efforts. It was not uncommon for us to collaborate extensively with quality assurance, development, and POs in this phase.
Building a UX team and weaving UX practices into an existing process is no walk in the park. This undertaking requires a team to embrace experimentation and collaboration. The willingness to consider new ideas can put many stakeholders in a vulnerable space, but the growth and achievements along the way empower the entire team.
I'm thankful for being involved in a wonderfully challenging project, and I'm especially grateful to those who supported UX every step of the way.
Project Overview: Umap was a team project for a cognitive design studio class that initially yielded an interactive UI concept. I later created my own solution, a static signage system.
My Role: I conducted research, tested a paper prototype with a user, and played project manager in the second half of the project.
UC San Diego's main campus is a tough space to navigate. On average, we found that 9/10 individuals on campus have been lost at some point and 7/10 have been late to an obligation because they were lost.
As a whole, the campus is vast, dense, and the overall structure is rather arbitrary. When you look closer at the parts, you'll find dozens of unnamed footpaths, lots of plaza-styled space, and curvy roadways/sidewalks.
To alleviate navigational issues caused by these characteristics, we focus on wayfinding, information systems designed to guide people through a physical environment and enhance their understanding of a space.
What's the big deal with wayfinding?
Effective wayfinding systems enhance the way people experience space by making them feel empowered and secure in unfamiliar, high stress environments.
How is each distinct wayfinding resource used and when? (e.g. digital maps, physical maps, signage, and verbal instruction used)
When do users prefer which medium and why?
How have past experiences navigating on campus influenced current attitudes and behavior?
contextual inquiry with participants as they tried navigating to unfamiliar destinations from Library Walk
post-task interview about previous use cases or related experiences
In our analysis of round one, it seemed clear that the preferred method was a combination of seeing a map and asking somebody for directions. We noticed a pattern in the way directions were explained in relation to nearby landmarks, leading us to conduct one more study.
"Someone can tell you things that a map can't show"
What are the most effective ways to explain how to get somewhere?
The western half of campus is on a cardinal grid. Are cardinal points used in explanation?
asked participants to give directions to 14 locations from Library Walk and recorded their answers; these locations were distributed as evenly as possible (2 in each college, 2 in University Center)
Most participants asked a passerby for directions if other resources didn't guide them to their destination. What might a wayfinding interaction with a passerby offer that other methods lack?
We decided to focus our solution around these user needs and insights:
Provide touch surface kiosks near major landmarks and walkways throughout campus to assist in the overall planning and execution of travels by foot.
Each set of directions would be given alongside annotated imagery to help illustrate what the actual journey looks like. It's an effective way to give directions in a space that has highly unique structures, unnamed walkways, and open spaces. Some examples:
walk toward Geisel and turn left into the alley adjacent to Fairbanks coffee
continue straight then turn right into Conrad Prebys main entrance
After re-evaluating the solution that the group came to at the close of the project, I had a few thoughts and critiques which led to my own redesign.
Throughout our research phase, the moment that stuck out to me was the point at which users would grow tired of their digital resources and would seek verbal directions out of preference. Most of the value for users came through descriptive context and what proved particularly useful was anchoring the destination against smaller landmarks in its viscinity.
A static wayfinding system that draws from the model that is naturally used to navigate campus (college > major landmark(s) > nearby destination). The signage offers context in a way that's similar to how verbal directions tend to be given, only it's more accessible and definitive.
Define very specific everything — hypotheses, methods, and measures — to collect comparable and actionable data.
It's imperative that research experiments are executed consistently to promote measurability. In part, this circles back to my "specific everything" point but also to delegating tasks responsibly and leaving research up to a small number of teammates. Each researcher has a subtly different style in speaking, gesturing, and overall interaction. With fewer researchers, there's less variability in how methods are carried out, especially when the method itself is open-ended, as is with contextual inquiry and ethnographic observation.
The team became more effective once we broke out into smaller groups working toward specific deliverables and goals. I noticed that the level of engagement had risen, along with accountability and overall morale. My takeaway is that it's crucial to keep the goals focused and achievable so everyone feels one step closer to an end product after each small victory.
Trying to express an intricate concept to others with spoken language alone can be challenging, so we rely on gestures to aid in communication efforts. A person speaking naturally moves their body in parallel with language, providing those who are listening (and watching) with rich information that contributes to the development of both meaning and shared understanding.
I invite you to take a closer look at some of the patterns of gesture that I noticed in my observation of an interaction between three students working on a project. I'll end with some thoughts on potential benefits to researchers and designers alike from examining gesture.
The subjects of my research are students designing a robot to transfer cylinders from one platform to another and sort them. Each cylinder would have a ball placed on it to mimic a fragile object. At this point, the students had already built a functioning robot, but needed to optimize the claw for better grasp. After analyzing video footage from their meeting, I noticed three distinct purposes for gesture in this context, described below.
(draws circle on whiteboard) "if you exaggerate it, we're looking straight into it" (points index fingers at drawing)
"we're looking straight into the ball" (moves hand toward whiteboard at eye level)
"You're looking straight into the arm. The stem of the arm is going this direction." (hand forms a perpendicular with whiteboard)
"You're looking straight into the arm. The stem of the arm is going this direction." (hand forms a perpendicular with whiteboard)
"So we're looking at it down now?" (gazes down and moves hands downward)
"this is still head on" (palms touch and move toward whiteboard)
"you're turning 90 degrees now" (arms equidistant as body and arms turn 90 degrees clockwise)
"this is still head on" (palms touch and move toward whiteboard)
"you're turning 90 degrees now" (arms equidistant as body and arms turn 90 degrees clockwise)
"if the ball were in here, you're looking at it like that" (wraps hands together and extends toward listener)
"I'm talking about the in and out movement...the retraction" (hand moves forward and back)
"when you're retracting" (arms pull back while speaker simultaneously steps back)
"Do you think moving back will effect how high it is?" (hand and torso tilt right)
"Do you think moving back will effect how high it is?" (hand and torso tilt right)
"We're trying to clear the claws when we're moving back right?" (arm moves back and forward)
"Is that little point...is that the tube that it's sitting on?" (hands become parallel)
"this is your prongs" (points index fingers up)
"Why are there two walls?" (hands become parallel)
"Why are there two walls?" (hands become parallel)
Spoken language and gesture mutually elaborate one another to form a rich channel of communication. In many instances observed, neither speech nor gesture alone would have been as effective in constructing shared understanding. Examining these two modalities of communication gives us an idea of what aspects of concept are found useful when visualized and how information is modeled with the body.
It's important to note that gesture is largely context dependent. For example, gestures that may be appropriate in a building evacuation may not be appropriate in an office meeting even though the two might occur in the exact same place. Gestures in a given context shift in accordance with intent. As an observer, be mindful of that (often tacit) relationship.
Making sense of a user's intentions requires a heightened sensitivity to language and the ways in which nuanced communicative choices shape the perception and definition of situations. Therefore, I'd offer that user researchers should capture video during research sessions whenever possible. Video helps expose embodied models that users express, yet wouldn't think to articulate. Even if the research goal in sight doesn't seem to require that level of data, I wouldn't dismiss the opportunity to capture rich data if it presents itself. At the very least, you'll have potentially valuable data readily available for review at a later time.
A research meditation: Nothing never happens.