WORK / CASE STUDY 2

Xhalf

A default vertical format, 2-in-1 compact body camera is one of newest additions to Fujifilm’s offerings in 2025. The first of its kind, this camera is targeted at non-photographers who are used to snapping with their iphone.

Close-up of the top of a Fujifilm X-H2 camera showing the control dial and focus mode switch, with a menu on the right listing camera functions.

CLIENT

Fujifilm


SECTOR

Imaging


MY ROLE

Product Designer


TIME

4 Months

PROJECT OVERVIEW

THE PROBLEM

As the Xhalf is targeted at users who don’t know how to use cameras, FUJIFILM needed a way to show users how to use the Xhalf and its key features.

HYPOTHESIS

01 Buttons are not inuitive

02 Users will want to see the film simulations

03 Users are unaware of what the camera does

PROJECT OVERVIEW

BUSINESS OBJECTIVE

Provide a fun and interactive way to showcase the Xhalf - increase awareness and impressions

RESULTS

1x Camera simulation

50% Engagement with camera simi

1M impressions

PROJECT OVERVIEW

DESIGN PROCESS

A diagram illustrating a process with the steps 'Discover' and 'Define.' The 'Discover' phase is about gaining insight into the problem, while the 'Define' phase focuses on the area to focus on. The diagram has text titled 'Design the right things' at the top and 'Design things right' at the bottom, with a diamond shape showing the flow between the steps.

I approached this design challenge with two different types of thinking:

  • Divergent: keep an open mind

  • Convergent: narrowing down to the best idea

UNDERSTANDING THE USER

FIELD TESTING

I conducted interviews with users of varying photography knowledge and asked them to perform a few tasks with the Xhalf.

LOCATION

BRISBANE

PARTICIPANTS

5 PEOPLE

LENGTH

45 MINUTES

UNDERSTANDING THE USER

KEY INSIGHTS

User testing results were synthesised into actionable insights. This ensured that all design decisions were human centered and based on real user data.

I dont know where the on/off button is.

The film simulations are very cool.

I don’t know what aperture is and how to change it.


BUTTONS

Users need to shown where the key buttons, such as ‘on/off’, ‘play’ and ‘delete’.

FILM SIMULATIONS

Users loved the film simulations of the camera and want to see which were available and how it effects the photo.

MENU

Users require guidance to find the menu and settings available on the Xhalf.

UNDERSTANDING THE USER

USER PERSONAS

Fictional personas were built using data gathered from user research interviews. Their goals and characteristics represent the needs of a larger group of users. This helped me build empathy, identify patterns of behaviour and preferences.

PROBLEM STATEMENT 01

Cindy is Marketing Coordinator who loves to take photos with her iphone. She also loves sharing her photos on social media.

Photo of Cindy and description about who she is.

UNDERSTANDING THE USER

USER JOURNEY MAP

A visual flowchart comparing discovery, camera interaction, and tutorial interaction for a camera product, with emojis expressing user reactions and text boxes describing user feedback and pain points.

I created a journey map to analyse the touchpoints between the user and the product. This helped me empathise with the user, highlight frustrations and improvement opportunities.

THE SOLUTION

THE PROTOTYPE

A simulation of the final product used for testing and validating design decisions before development.

FINALISING THE DESIGN

ACCESSIBILITY

Accessibility is important because it ensures that everyone, regardless of their abilities can access and use the products, promoting inclusion.

COLOUR CONTRAST

Previous branding of Intent Connect was did not pass WCAG standards. New branding follows WCAG and has high contrast.

RESPONSIVE DESIGN

Users may access the website from a variety of devices with different sizes.

GOING FORWARD

LESSONS LEARNT

I took sole ownership and redesigned an end-to-end data intelligence platform. Collaborating with internal and external stakeholders to ensure customer needs, technical constraints and business objectives were meant.


WENT WELL

Advanced Prototyping Using variables and detailed rendering, I was able to simulate the movements and functions of a camera to 80% accuracy.

User Research Having a prototype of the camera to test in real time and ask them questions as they were using it gave a fresh perspective on what was needed for the simulation.

TO IMPROVE

Figma constraints Waiting on a new software update that will provide more flexibility and complexity to designs.

Further testing, with a more diverse users to provide more data on how to improve usability of the simulation.