APPLICATION DESIGN - PROJECT 1: MOBILE APPLICATION PROPOSAL

24.09.25 - 15.10.25 (Week 1 - Week 4) 
Michelle (0373843)
Application Design / Bachelor of Design (Honours) in Creative Media / Taylor's University
Project 1: Mobile Application Proposal
TABLE OF CONTENTS

Lectures

Review apps in our phone: forced to use, needed, some chosen out of all the many that exists for the same purpose/function
We design app to connect bussiness and users. Make everyone happy.
Good app -> good business -> selling point for client

User satisfaction: seemless user experience, boost engangement, retention, accessibility (for wider audience, but narrow the target)

Usability: effective yet effortless - fast and easy to accomplish goal.

Mobile in Digital Era

Unique Challenges
Limited screen real estate 
Diverse Device Capabilities
Contextual Awareness

User Centered Design (UCD)
on mobile, unlike other products - we're able to make many versions/updates. doesn't have to be perfect since beginning.
research to undertand - saving effort and cost in the long run
design a solution
- prioritize key features
- maximize
evaluation - testing what works and not

Prototyping & Testing
Lo-Fi (Low Fidelity)
push as many mistakes as possible in first stages to avoid tears later on.

Gestures & Interactions
Tap, Swipe, Pinch, Drag

No pattern/consistency -> worry, stress

Emerging trends, regular optimalization

Week 2
User Experience - How it works 
User Interface - How it feels 

UX Design first need to answer expectations. Then, create meaningful, valuable, emotional connection.

UX Designer focus on people's experience rather than our own perspectives.
People's preferences are diverse, even though social environment is the same - focus on one target and make them very happy.
Empathy: be in someone else's shoes, understand their perspectives - to gain information: watch documentaries, interviews, surveys

Fundamental of UX
  1. Utility - Design begins with being functional
  2. Usability - Easy to use
  3. Desireability -Visual appearance, feel 
  4. Brand experience - Impressions
How to build a problem statement.
A problem well states is half the work done - Albert Einstein.

Function: 
Explain shortly the core problem and potential audience. (not heavy, quick and easy to explain) - guide on what to do & communicate to third parties.

Problem statement reflects the project now. If there's a change in plan, statement updated.

Who experiences the problem?
What is the problem?
Where does the problem occur?
When does it happen? Is there a deadline? - Timeline to solve
Why is the problem worth solving?

The same problem might produce different problem statements, depending on the focus.

Problem Statement Exercise
Amir needs to find cheaper motorbike repair services or find cheaper alternatives to buy a bike.

User Experience Exercise - Redesign boarding pass to better serve the passenger (user) than the airline (company).



Week 3
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Week 4
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Process Work

MOBILE APPLICATION PROPOSAL

Instructions:
Choose a company app
  1. Build version 2.0 (new features, better competitions)
  2. Bring a new side/segment (e.g. uniqlo for pets)
  3. Better goverment apps - more 
Choose a company that we like and use - we know already/has room for improvements.
Bring underdogs and bring them up.
Working on an existing company is easier since we have a base, just build on.

Design on gut feelings, see reviews (comparisons, what to keep, what to remove).

1 selected app: research from reviews
3 direct competitors
left field: connected to unrelated apps

screen captures, make slides.

Chosen App: DuoLingo
Proposal Slides
Link!

Week 2
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Week 3
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Week 4
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Feedbacks

Week 1
General Feedback
      • Main focus - make it work, beauty additional
      • Many research - analyzing users and scenarios.
      • A long process, from ideation to final product - can determine part of the process we like best and specialize.
      • Every week one hour of work. Necessary to keep up every week.
      • People may forget concepts as we're in the process designing.
      • Respect our brain - start with pen and paper.
        • reduce distractions
        • visualize imagination
      • Make things that are easy for us to come back - all things we created are for us.
      • Do one part very well than everything.
      Specific Feedback
      • Don't focus on the lessons for the sign language app, but focus on how the app works.
      Week 2

      General Feedback
        • We can do external research & exploration, one reference: The design of everyday things - Don Norman.
        • In looking at reviews, don't look for technical points.
        • Try to make the proposal with minimal texts.
        • Final prototype result - at least 6 pages, complete experience.
        • Imagine what we're doing now is for our portfolio.
        Specific Feedback
        • Put images & screen captures of the application - visualization.
        • Summarize the reviews found as points, no need to insert captures of the full review.
        • Try applications with recognition features for left-field apps.
        Week 3
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        Week 4
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        Reflection

        Experience
        !

        Observation
        !

        Findings
        !

        Comments

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