Portfolio
Concept project UX/UI · Mobile · Streaming

WATCHER

A streaming app that doesn't compete on catalog — it competes on behavior. Redesigning discovery for when the user doesn't know what they want to watch.

MobileUIDesign SystemResearchPrototyping

Type

Concept project
UX/UI study

Duration

8 weeks
(dedicated study)

Methods

12 interviews,
wireframe, prototype

Validation

Usability testing
n = 6 participants

Context and problem

The real problem

The streaming market grew 74% in platform supply over the last five years — but the user experience stagnated in the 2008 model: a grid of thumbnails, a search bar, rigid categories.

The problem isn't a lack of content. It's the cognitive cost of choosing. Users consistently report one specific feeling:

“I have 30 minutes to watch something. I spent 28 scrolling and closed the app.”

— Interviewee #04, 27, user of 3+ simultaneous platforms

The core hypothesis: the streaming interface needs to respond to emotional state and temporal context, not just historical preferences.

74%

of users scroll without converting

↗ Nielsen, 2023

18min

average time lost in discovery

↗ Interviews conducted

3.2

simultaneous platforms per user

↗ Statista, 2023

61%

leave without watching anything

↗ Deloitte Media Report

How might we…

Reduce the cognitive cost of choosing without removing the user's sense of control?

Research

Hypotheses tested

Before the interviews, I documented three explicit hypotheses. That forced me to look for contrary evidence — not just confirmatory.

Hypothesis 01 · Confirmed

Too much content causes paralysis

More filters don't help. Interfaces with many filters increase decision time by 40%. The solution is to have an opinion, not to expand options.

Hypothesis 02 · Refuted

Users want automatic recommendation

I assumed invisible algorithms would solve the problem. But 68% of interviewees reported distrust of recommendations that felt “too automatic”.

Hypothesis 03 · Partly confirmed

Context matters more than history

“What I watch on a Friday night is completely different from what I want on a Monday morning.” — Interviewee #09

Key insights from the interviews

12 in-depth interviews, 45–60 min each. Profiles: ages 22–38, active users of 2+ platforms.

INS 01

Available time changes the choice criterion

With less than 40 minutes, users prefer short episodes — but most platforms don't filter by duration prominently.

INS 02

Search is used as a last resort

Only 22% start the session with search. Most prefer to be “guided” — but reject the feeling of losing control.

INS 03

Thumbnails sell the wrong content

Most can't infer the emotional tone of content from the thumbnail. “I can't tell if it's heavy or light just from the cover.”

INS 04

Personal lists create inertia

Saved lists pile up content that “seemed interesting before” and become a second source of paralysis. 7 of 12 no longer use their own lists.

Design process

Justified decisions

Every interface decision was documented with the question: “why this choice, and what did we discard?”

Fase 01

Desk Research

Competitive analysis of 4 platforms. Gap mapping.

Fase 02

Interviews

12 interviews. Affinity coding. 4 themes.

Fase 03

Wireframes

3 iterations. v1 discarded after testing with 5 users.

Fase 04

Prototype

High fidelity. 6 participants. 2 rounds of refinement.

Fase 05

Handoff

Tokens, components, states and edge cases documented.

Wireframes — documented iteration

The wireframe phase isn't a “rough draft”. It's where information-architecture hypotheses are tested before any visual investment.

Wireframe v1 → v2 · low fidelity

What v1 revealed: the “streaming finder” structure as a form flow drove abandonment. v2 replaced the form with a three-choice conversation.

Interface decisions

Documenting decisions turns a portfolio into a record of reasoning — not an album of pretty screens.

Decision

Conversational onboarding, not a form

The “Hi! How are you?” screen uses conversational language and offers 3 intent options — not dozens of filters.

Discarded alternative

A form with genre, price and feature fields — it replicated the very paralysis we were trying to solve.

Decision

Emotional tone above the thumbnail

Each title carries visible mood and duration labels, answering the insight that the cover doesn't convey tone.

High-fidelity prototype — main flows

Four screens cover the critical flow: contextual entry → discovery → detail → profile.

Contextual onboarding

01 · Entry

Home — discovery

02 · Discovery

Content detail

03 · Detail

User profile

04 · Profile

Design system

Design system

Not just a style guide — a system with documented tokens, accessibility decisions and component usage criteria.

Palette — a grounded decision

Deep black reduces eye strain in the main context of use (dark environment). Yellow #F5D407 reaches AA contrast on dark backgrounds without losing vibrancy.

#0A0A0A · BG
#161616
#F5D407
Text
Yellow / Black8.2:1 · WCAG AA
White / Black15.1:1 · WCAG AAA

Typography — editorial system

WATCHERBebas Neue · 32px
Display / Brand
Interface textDM Sans · 17px
UI / Body
token.size.mdDM Mono · 13px
Labels / Meta

Spacing

An 8px base unit; all spacing is a multiple of 4px — ensuring consistency at handoff.

Results and learnings

Measured impact

Results from usability testing with 6 participants (n=6), compared to the reference flow of current platforms. As a concept project, these are prototype results — not production.

−62%

time to choice

Reduction in decision time

Participants took 6.8 min on average to choose (vs. 18 min on current platforms). Conversational onboarding was the main factor — removing the “what do I want?” step before discovery.

83

SUS Score / 100

System Usability Scale

A score of 83/100 on the SUS after a free-task test (reference benchmark: ~70 for large platforms). Above 80 — rated “Excellent” on the Bangor scale.

5/6

would return to the flow

Stated intent to use

5 of 6 said they'd prefer to use this flow on their current streaming service. The only “no” cited the lack of integration with an existing account — a scope limitation, not a design one.

What I'd do differently

Seniority includes honesty about limitations and iterations not made.

01

Test before high fidelity

I built high-fidelity wireframes too early. Paper testing would have saved 2 weeks of refinement.

02

Document hypotheses before interviews

I went into the first interviews without explicit hypotheses — slower analysis and more confirmation bias.

03

Accessibility at the start, not the end

WCAG was checked at the end. Next project, contrast and motion enter as criteria from the style guide onward.

Takeaway

When the interface responds to the user's state — and not just to the catalog — discovery stops being a task and becomes the pleasure it should be.

Watcher is a concept study, but the method is real: explicit hypothesis, contrary evidence, documented decision.