PROBLEM
PROBLEM
TV’s are built for individuals, not groups
TV’s are built for individuals, not groups
Even though TVs live in communal spaces, the experience is still shaped around a single remote and single decision-maker. This creates subtle power dynamics, frustration, and long browsing sessions that drain the social energy out of watching together.
Even though TVs live in communal spaces, the experience is still shaped around a single remote and single decision-maker. This creates subtle power dynamics, frustration, and long browsing sessions that drain the social energy out of watching together.
RESEARCH
RESEARCH
Research methods
Research methods
Literature review
Literature review
Benchmarking
Benchmarking
Webscraping
Webscraping
User questionnaire (30)
User questionnaire (30)
SUS usability testing (12)
SUS usability testing (12)
UEQ usability testing (12)
UEQ usability testing (12)
Expert reviews (3)
Expert reviews (3)
Group interviews (10)
Group interviews (10)

INSIGHTS
INSIGHTS
Leader-Follower Dynamics
Leader-Follower Dynamics
Groups tend to split into decision “leaders” and passive “followers,” which leaves some unheard.
Groups tend to split into decision “leaders” and passive “followers,” which leaves some unheard.
Functional, but uninspiring
Functional, but uninspiring
Users find current popular systems work fine, but browsing feels boring and a bit like work.
Users find current popular systems work fine, but browsing feels boring and a bit like work.
Irrelevant
advertising
Irrelevant
advertising
Ads miss the mark, and people are recommended content they don’t have access to.
Ads miss the mark, and people are recommended content they don’t have access to.






Unify games help users to
Choose content,
Build watchlists, and
Share finds with each other







UP NEXT
Aprimpresa
Project Overview
Project Overview
Smart TV for shared viewing experiences
Designed for group-decision making
Reduces social friction while browsing
Smart TV for shared viewing experiences
Designed for group-decision making
Reduces social friction while browsing
My CONTRIBUTION
My CONTRIBUTION
UX Research
Product UX/UI
Design system development
UX Research
Product UX/UI
Design system development
OUTCOME
OUTCOME
Final rounds of group testing (5) showed the following improvements
Final rounds of group testing (5) showed the following improvements
Task Success Increased to 93%
Task completion during testing rose from 67% to 93%, showing the experience became clearer and easier to use.
Task completion during testing rose from 67% to 93%, showing the experience became clearer and easier to use.
Group Decisions
Users reported these games would reduce selecting time.
Users reported these games would reduce selecting time.
Sharing Control
Participants felt that the system balanced the field.
Participants felt that the system balanced the field.
FUTURE OPPORTUNITIES
FUTURE OPPORTUNITIES
Customizable
interface
Customizable
interface
Early testers wanted more flexibility in how features appear. A widget-based layout may better support different household dynamics and preferences.
Early testers wanted more flexibility in how features appear. A widget-based layout may better support different household dynamics and preferences.
Clearer game integration
Clearer game
integration
Games worked, but some users didn’t immediately understand where they fit. Stronger calls-to-action between watchlists and games could reduce friction.
Games worked, but some users didn’t immediately understand where they fit. Stronger calls-to-action between watchlists and games could reduce friction.
Project Overview
Smart TV for shared viewing experiences
Designed for group-decision making
Reduces social friction while browsing
My CONTRIBUTION
UX Research
Product UX/UI
Design system development
PROBLEM
TV’s are built for individuals, not groups
Even though TVs live in communal spaces, the experience is still shaped around a single remote and single decision-maker. This creates subtle power dynamics, frustration, and long browsing sessions that drain the social energy out of watching together.
RESEARCH
Research methods
Literature review
Benchmarking
Webscraping
User questionnaire (30)
SUS usability testing (12)
UEQ usability testing (12)
Expert reviews (3)
Group interviews (10)

INSIGHTS
Leader-Follower Dynamics
Groups tend to split into decision “leaders” and passive “followers,” which leaves some unheard.
Functional, but uninspiring
Users find current popular systems work fine, but browsing feels boring and a bit like work.
Irrelevant
advertising
Ads miss the mark, and people are recommended content they don’t have access to.
SOLUTION
SOLUTION
Designing a product that is usable, fun, and gives everyone a voice
Designing a product that is usable, fun, and gives everyone a voice
Research showed that group viewing problems weren’t caused by content availability, but by how control and participation were structured. To reduce decision fatigue without creating new friction, the experience shifts from shared control to shared input, making preferences visible while keeping interactions lightweight and socially comfortable.
Research showed that group viewing problems weren’t caused by content availability, but by how control and participation were structured. To reduce decision fatigue without creating new friction, the experience shifts from shared control to shared input, making preferences visible while keeping interactions lightweight and socially comfortable.

Home screen
Home screen
Layouts remain consistent across group and single profiles, the group home uses an animated banner that highlights shared viewing patterns to guide group decisions.
Layouts remain consistent across group and single profiles, the group home uses an animated banner that highlights shared viewing patterns to guide group decisions.


WATCHLISTS
WATCHLISTS
I designed an new watchlist design, reducing the need to repeatedly click into and exit titles while browsing; a grid view is available for quickly scanning the full list.
I designed an new watchlist design, reducing the need to repeatedly click into and exit titles while browsing; a grid view is available for quickly scanning the full list.

PICK OR PASS
PICK OR PASS
Users swipe on content to quickly build a watchlists.
Users swipe on content to quickly build a watchlists.

VOTE & CHILL
VOTE & CHILL
Groups vote on content from watchlists, most votes wins!
Groups vote on content from watchlists, most votes wins!

Lucky wheel
Lucky wheel
Each user selects a movie, then they spin the wheel.
Each user selects a movie, then they spin the wheel.

WEP APP
WEP APP
Each user gives their individual input to games.
Each user gives their individual input to games.
Each user gives their individual input to games.
Unify games help users to
Choose content,
Build watchlists, and
Share finds with each other

SHARE CONTENT
SHARE CONTENT
Easily import and export content or watchlists.
Easily import and export content or watchlists.

SUBSCIPTION FILTERING
SUBSCIPTION FILTERING
Users can be sure content is accessible to them.
Users can be sure content is accessible to them.
OUTCOME
Final rounds of group testing (5) showed the following improvements
Task Success Increased to 93%
Task completion during testing rose from 67% to 93%, showing the experience became clearer and easier to use.
Group Decisions
Users reported these games would reduce selecting time.
Sharing Control
Participants felt that the system balanced the field.
FUTURE OPPORTUNITIES
Customizable
interface
Early testers wanted more flexibility in how features appear. A widget-based layout may better support different household dynamics and preferences.
Clearer game integration
Games worked, but some users didn’t immediately understand where they fit. Stronger calls-to-action between watchlists and games could reduce friction.
Home
© 2026 Libby Wilken
Home
© 2026 Libby Wilken
Home
© 2026 Libby Wilken
