A UX study and redesign of a smart TV remote experience inside the Samsung SmartThings app.
The goal was to identify friction in everyday usage, improve one hand accessibility, and streamline core controls.
Duration: 1 Week
My Role: UX research and design
SmartThings lets users control their Samsung TV from their phone, so they don’t have to rely on the physical remote. Most users just want quick access to basics like apps, input, and navigation, but those actions took more steps than they should. My goal was to simplify that flow.
The average smartphone screen size is currently around 6.3 to 6.7 inches, when I noticed my friend use two hands to comfortably use the app I quickly realized there is a ux issue.
The biggest improvement that can be made is thumb reachability, especially for the search icon, which people use often. Right now, finding your favorite apps requires swiping past the volume/channel section, adding steps. Even though the apps sit at the top, that space could be better used for higher-frequency actions or customized to the users preference.
Early sketches helped me think through layout, reachability, and navigation. From there, I iterated on multiple directions to test what felt clearer and faster to use.
The heat map on the left shows that users needed to stretch to reach the volume and channel controls. Switching between selection modes was also placed too far from the primary touch area.
Reducing the size of the selection wheel made space to move the channel controls and add a volume slider, allowing users to see the current volume level at a glance.
Attaching the main navigation to this section made the layout feel cramped.
Separating the main navigation resolved the spacing issue, and relocating the search function to the bottom improved reachability for a frequently used action.
A/B testing was run on both the original and improved designs, without nudging users toward either option. I tested with two age groups and gathered their feedback to understand which version felt more intuitive and why.
Although the reachability improved, there was no clear distinction between the channel buttons and the selection wheel. A clear separation between the track pad and main navigation helped reduce accidental touches. The above space was not being properly utilized as there were repetition of apps.
With feedback from A/B testing, I created a more refined version. The button distinctions are clearer, improving accessibility and reducing steps. A Figma prototype is linked below.
Small design shifts can make a big difference. Even with a stronger final design, there’s always room to push further.
The hardest part was balancing familiarity with improvement. Changing too much risked confusing users, but changing too little didn’t fix anything. Another challenge was sorting through mixed feedback from different age groups.