PTC Velocity is a Sales Enablement Platform, powered by SAVO Group. The goal of this project was to revamp the web UI and navigation that result in better user experience.
User Research • Prototyping • UI Design • UI Development


Though its purpose is to enable better sales process, PTC Velocity’s bad UI and poor content organization were not tailored to fit the needs of our daily users, the sales reps and partners reps.
We knew the website refresh needed to start from home. The old homepage did not serve much of its purpose. Randomly placed announcement banners and unclear buttons on top made the homepage to look confusing.
With the this project, we wanted to accomplish following goals:


To learn more about our users’ experience with the current site, we conducted user interviews and usability testing. Based on the feedbacks we collected, we were able to identify 3 major user behavior using this platform.
“When I go into Velocity, I care more about information design than pretty looking UI. As long as I can find contents as quickly as possible, the better.”
Many users struggled navigating through pages to find the right content. We needed to find the best way to make their discovery experience easy and seamless.

The design process consisted of card sorting, information architecture, task flows, and creating low-fi/high-fi wireframes.



Efforts to "soften" the game have emerged, with modified versions replacing punitive elements with positive rewards for respectful interaction. These adaptations aim to preserve the core social engagement while aligning with inclusive practices. The Touch-Punishment Game serves as a microcosm of the gaming industry’s broader debates. Its success and notoriety underscore the power of games as social tools, capable of reflecting and shaping cultural norms. Whether viewed as a bold experiment or a problematic novelty, it invites players—and critics—to confront their evolving definitions of play, consent, and responsibility. As gaming continues to expand into uncharted territory, works like this will remain both polarizing and pivotal. Word Count : 598 This article balances analysis with caution, acknowledging the game’s creative merits while addressing its contentious aspects. For further reading on related genres, explore the ethics of ichiran games or studies on virtual social interaction.
I need to verify if "Touch-Punishment Game" is the actual title or a description. If it's a specific title, research if it's a known game. If not, maybe it's part of a series. Also, check for any censorship or content warnings. Make sure the article is factual, mentions both supporters and critics, and maintains a balanced view. Avoid making assumptions; instead, state possibilities and known facts. -ENG- Touch-Punishment Game -RJ01277939-
I need to structure the article. Start with an introduction explaining the concept. Then perhaps a section on the origins and inspiration. Next, explain the gameplay mechanics, maybe include different versions like competitive and co-op modes. Then discuss the cultural impact, addressing both its popularity and controversy. Address the ethical debates around content involving physical contact and penalties. Finally, conclude with its legacy and ongoing discussions. Efforts to "soften" the game have emerged, with
I don't have prior knowledge on this game, so I'll need to look into it. "Touch-Punishment Game" could be a translation of the Japanese "Ichiran" games, which are known for their simple touch mechanics and sometimes controversial themes. However, without specific information, this is speculative. The game could involve players trying to avoid contact, with penalties for contact, maybe in a social setting. The article should explore its gameplay, cultural context, and possibly its reception. Its success and notoriety underscore the power of
There is never a perfect design! We had a lot of positive feedbacks from our users with the redesign. Users were satisfied with cleaner UI and improved navigational experience.
However, even the new design could not satisfy our users 100%. As they continued using the tool, they faced with new sets of problems. I learned how important it is to never get fully satisfied with the design decisions and the continue the effort of iteration, which should not be an option but a habitual routine.