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.

© 2026 Libby Wilken

© 2026 Libby Wilken

© 2026 Libby Wilken