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FainTV

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01 — TV UX & Cross-device Product Design · 1 Year

FainTV

FainTV loading screen
Role UI/UX Designer
Duration 1 Year
Focus Cross-screen architecture — one system across TV, mobile, and web
Platforms TV · Mobile · Web
01 — Situation

From channel supplier to streaming platform — built for older viewers.

FainTV was the largest channel supplier for Chunghwa Telecom's MOD service. This project set out to consolidate that content into FainTV's own streaming platform and set-top box — moving from supplier to platform owner — with voice search and TV shopping as new features.

Years of supplying MOD meant the team already understood its audience well. MOD was therefore both the most direct competitor and the primary reference point.

As the sole UI/UX designer, I worked with three product managers and three engineers, covering research through to cross-screen flows and interface design.

What I owned
02 — Task

Every task on this platform has to survive a D-pad.

Constraints
  • Sign-in and payment are the entry point to the entire business model — yet the only input device is a remote control D-pad.
  • TV shopping requires a delivery address and card details: the longest text entry in the product, on the worst possible input device.
  • Voice search was intended to bypass typing, but only if users can tell whether the system is listening.
Design goals
  • Get registration and payment off the television entirely, without asking the viewer to leave what they're watching.
  • Keep checkout completable for someone who has never used an app to buy anything.
  • Make voice feel responsive enough to be trusted on the first attempt.
Elderly Asian user watching TV
The core constraint

Entering Chinese characters on a television means navigating a grid with arrow keys, one stroke at a time. Typing a full name alone takes dozens of button presses — the single highest drop-off point in every round of testing.

The problem was never the user. It was the device they were using.

03 — Research

Five methods, one finding that changed the architecture.

Method Purpose Insight
Competitive analysis Benchmarked primarily against Chunghwa Telecom's MOD — FainTV's own largest client, and the service our target users were already using. Netflix and similar pure-streaming platforms were reviewed but excluded from direct comparison: different audience, different interaction model. MOD wins on price and brand trust, in a market with almost no comparable alternative. It does not win on experience. That gap is FainTV's opening.
Online survey (30+ responses) Understand why users pay for a TV service, and how price and convenience weigh against traditional cable. Purchase decisions clustered almost entirely around price and brand trust. Features and interface were rarely mentioned.
In-depth interviews (6) Understand usage context and behaviour patterns — how older viewers actually operate a television at home, when they watch, and what they do when something goes wrong. The viewer and the payer are not the same person. Older adults are the primary viewers, but entering personal details character-by-character with a remote is close to impossible. When they get stuck, they wait for their adult children — who, in most cases, do not live with them.
Contextual observation (~12 hrs, in users' homes) Observe the real sequence of powering on, browsing channels, and shopping. Users could add items to a cart without difficulty, but almost never completed checkout. Checkout requires personal details and a delivery address — too high a barrier on a D-pad.
Usability testing (hi-fi prototypes, TV / mobile / web) Validate cross-screen flows and the new features. Voice press-and-hold: 1s triggered accidentally, 3s felt right, at 5s users assumed the feature was broken, at 10s they had already moved on. Voice also required animated feedback — without a visual response, users had no way to confirm the system was listening.
Key insight

If the person paying isn't in front of the television, there is no reason for the transaction to stay there. This — not a platform assumption — determined the cross-screen architecture.

The two people we designed for
Chin-Shui Chen

Chin-Shui Chen, 68

Retired factory supervisor

Typing on the remote is so slow he'd rather give up than finish a search.

Yi-Ting Chen

Yi-Ting Chen, 38

Office worker — Chin-Shui's daughter, lives in another city

She pays for the service but is not the one watching it — and when something goes wrong, she is usually not in the room.

04 — Sign-in & cross-screen architecture

Registration and payment are a multi-person flow.

A mobile path was added to registration and subscription, because this was never something one person completed alone. Working across devices frees the flow from requiring both people to be in the same room — each finishes their part on the device already in their hand.

TV

Low-input, high-immersion

Browse, watch, and confirm — no typing required

Mobile

High-input, personal, on-hand

Type, pay, verify — familiar touchscreen input

Web

Management & long-term records

Family, history, subscription control

Every task has to belong to a screen.

Task TV Mobile Web
Discovery & viewing
Browse contentPrimary
Voice searchPrimary
Discover product during broadcastPrimary
Confirm "I want this"PrimarySupported
Account & checkout
Login / identity verificationPrimarySupported
Enter address & contact infoPrimarySupported
Payment & invoice detailsPrimarySupported
Account management
View order historySupportedPrimary
Manage subscriptionSupportedPrimary

"I don't design screens — I design which screen each task belongs on."

The handoff

The TV is the starting point. The phone completes every step.

The viewer enters their child's phone number on the TV, or scans the QR code with their own. Either way, a link travels to a phone.

On TV

The starting point on the TV — account sign-in

01

The starting point on the TV — account sign-in

The viewer starts on the television — sign in with a phone number, or skip and keep watching.

Choose how to continue

02

Choose how to continue

Choosing how to continue — the only two focusable elements on the screen

Send the link to a phone

03

Send the link

Enter a phone number with the D-pad, or scan the QR code. This is the only text entry left on the television — and it is 10 digits, not 16.

Keep watching while you wait

04

Keep watching while you wait

Free content stays available. The viewer is not held on a waiting screen for something happening in another city.

On mobile

Member details

01

Member details

Name, email, and phone — typed on a familiar touchscreen.

Personal information

02

Personal information

Birthday and gender, without a D-pad.

Delivery address

03

Delivery address

City, district, and street — the longest form, off the TV.

Payment method

04

Payment method

Choose how to pay on a device built for tapping.

Card details

05

Card details

Card number, expiry, and CVC — or Apple Pay.

Order confirmation

06

Order confirmation

Review the order once, then pay.

Subscription active

07

Subscription active

The phone is done. The television can update itself.

Back on TV

The TV updates itself

05

The TV updates itself

Subscription activates and the television reflects the change — without the viewer doing anything.

When it doesn't go to plan

The link expires after 20 minutes. Because the two people may be hours apart, the television keeps a single button: resend. One press, no re-entry, no navigating back to the beginning.

05 — TV shopping

They could fill the cart. They could never finish.

Twelve hours of in-home observation showed the same pattern in every household: adding a product was effortless, checkout was where it stopped. Entering an address and card details on a D-pad is the longest text entry in the product, on the worst possible input device.

Before

Five screens, more than twenty fields — every one of them entered with a D-pad.

Member details — name, email, phone, city, district, street

01

Member details — name, email, phone, city, district, street

Checkout overview — three sections, none of them filled in

02

Checkout overview — three sections, none of them filled in

Recipient details — six more fields

03

Recipient details — six more fields

Card details — 16 digits, expiry, CVC

04

Card details — 16 digits, expiry, CVC

Order confirmed

05

Order confirmed

On TV

01

Product appears during broadcast

Lightweight CTA overlay: "Press red to buy"

02

User confirms intent

Product summary + "Send to my phone"

Handoff

QR code on TV, or a link sent to a phone

The critical device transition — one scan, or one message

On mobile

03

Mobile opens checkout

Member data pre-filled — address and payment only

04

Complete payment on mobile

Touchscreen input, with member data already filled in

Back on TV

05

TV confirms success

Brief confirmation, then auto-returns to content

After

The same flow, in the product.

The decision that ran against instinct

Checkout offers three routes: scan the QR code, send the link to a family member, or call customer service. The phone number is given deliberate visual weight. Observation showed that calling in an order is the existing habit for this audience — so the design preserves that route rather than forcing everyone into a digital flow.

06 — Voice

Press and hold for three seconds, with animated feedback.

The constraint

Voice was meant to bypass typing entirely. But on a television, users have no cursor, no keyboard highlight, and no way to tell whether the system registered them at all.

What testing showed

Four press-and-hold durations were tested. At 1 second the trigger fired accidentally. At 3 seconds it felt right. At 5 seconds users began to assume the feature was broken. At 10 seconds they had already moved on to the next action before voice engaged — producing a delay severe enough to break the flow entirely.

Step 1 · Hold 3 sec Press and hold the voice button

A single button on the remote — no menu navigation needed

Step 2 · Speak Say a title, actor, or genre

"Show me dramas with Chen Bo-lin" or simply "news"

Step 3 · Results Jump directly to content

No intermediate screens — users land on results immediately

TV home screen

Press and hold — feel how long three seconds is

From insight to motion

Getting the timing right was not enough. Without a visual response during the press, users had no way to confirm the system was receiving them — so animated feedback was added, restoring the sense of being in control.

07 — Result

Once the high-input tasks moved off the television and the cross-device handoff was validated, the redesign confirmed something simple: choosing the right device mattered more than refining the interface.

Before — TV only 30min
After — handoff to mobile 5min

In usability testing with five participants, registering on the television took around 30 minutes on average. Moving the flow to mobile brought it down to about 5.

Research at a glance

6

In-depth interviews

30+

Survey responses

12hrs

Hours of contextual observation in users' homes

5

Usability testing participants

Over the following two quarters, FainTV's overall subscriber base grew 50% and revenue rose 4% — alongside the launch of the company's first branded set-top box.

What I learned

Designing for elderly users isn't just about making things bigger — it's about eliminating interactions that require long, sustained input. Voice should be a connector across devices, not just a search shortcut inside a single interface.

Next steps

Designing the family-assistance experience on web, exploring how an emergency-help button could integrate with voice and the cross-device system, and testing a QR-led handoff for older users unfamiliar with smartphones.

Next Project
Visual Cues Study