APPLICATION DESIGN I - PROJECT 1: MOBILE APPLICATION PROPOSAL

22.04.26 - 20.05.26 (Week 1 - Week 5) 
Michelle (0373843)
Application Design I/ Bachelor of Design (Honours) in Creative Media / Taylor's University
Project 1: Mobile Application Proposal


TABLE OF CONTENTS


CLASS: LECTURES, TUTORIAL, & PRACTICAL

Week 1 (22/04/26)

Introduction to Mobile Application Design

Application: a way to achieve something (there's expectation).

Why Important?
  • Everyone have smartphones - use apps daily (we understand app language & structured).
Good App:  
  • Easy to use, fulfill user expectations.
  • Make users happy to stay, invite more users.
Design Research Thinking: Investment 
  • Understanding people & the market > beneficial in the long run, less costly (reduce problems) & improve brand value.
  • Strength in the threat of AI
Digital product
  • Cycle: Research - Ideation - Design - Evaluation
  • Keep being improved & updated with new technologies.
Challenges
  1. Many information, limited space 
  2. Audience - different  cater to a bigger audience
  3. Contextual awareness - when & where app will be used
Balance the needs & desires of
  1. User
  2. Company (often feel like they know customer best)
  3. Our own perspective
Wireframe vs. Prototype
  • Lo-Fi - ugly but works, easy to scrap mistakes
  • Hi-Fi - final product resemblance
Problem Statement
  • Introduce quickly to anyone who have no idea about it - short but complete (doesn't require explanation).
    • who affected by the problem?
    • what is the problem?
    • where does it occur?
    • when does it happen?
    • why does it matter?
    • how?
  • With more data, problem statement should change.
  • Open ended - can have many solutions
To Explore (personal interest):
  • All kinds of Gestures & Interactions, Tactile 

Week ? (00/00/00)

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INSTRUCTIONS


Mobile Application: not coding, but designing

Learning Tools
  • MyTimes - lecture materials
  • Teams - personal message
  • Sir Sylvain Contact: 112986
Software
  • Figma
Timeline
  • Week 1-5: Market Research 
  • Week 6-8: User Research
  • Week 9-12: Ideation, find out all problems 
  • Week 13-14: High Fidelity Prototype
MARKET RESEARCH
  1. Problem Statement
  2. Brand Introduction (assume people don't know) - category, target audience, location
  3. Current App Design (screenshot of each page & the features in it
  4. Strengths & Weaknesses (with screen capture & recordings) - find points that we can do something about it.
  5. Rating & Review
  6. Usability 
  7. Gut Feeling
  8. 3 Competitor Analysis
  9. Unrelated App with Great Features
  10. Apps comparation summary (compiled in a table)
  11. Conclusion
USER RESEARCH
  • Summary of Research
  • What to improve
  • Research method, target audience, goal
  • Interview (transcript, recording, proof pictures)
  • Individual's points
  • Summary
  • i statement (all combined to 1)
  • Survey  (question & answer form)
  • Each question breakdown
  • Persona (fake people to represent the problem we want to solve)
  • User flow
  • Sitemap
IDEATION
  • Sketches
  • Visual Refence from competitor apps
  • Wireframe (lo-fi) - choose one section
PROTOTYPE
  • lo-fi prototype in figma
  • User testing - video (show user's feelings and actions)
  • Report & insights
  • Refinements in hi-fi prototype
  • Splash > promo mock up

PROCESS WORK

Week 1 (22/04/26)

Choose an App 
Fig 3.1.1 Choosing Apps


Option
Choose company - add something they don't have
App 2.0 - Upgrade an app that's lacking 

I choose..

Make Problem Statement

Amir needs to find cheaper mechanic services near his home to repair his motorbike when it broke.
Amir needs to find affordable second-hand motorbikes

Ira struggles to convince her family on how ice skating is not a waste.

Asking Why?
  • Get deep, reveal weaknesses.
Fig 3.1.2 In class pair activity - asking why? (w/ Ken Yee)


Look into company - try out the app > mobbin.com
The good (3) & bad (3), problem statement

Week ? (00/00/00)

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FEEDBACK

Week 1 (22/04/26)

  • It's quite fast-paced, don't get too slow at the beginning.
  • Try not to fall behind, very hard to catch on.
  • A lot of trial & run, build over and over again
  • Our past works will keep being outdated, but that means we're improving.
  • Imagine we're actually presenting our work to the client, pitching our idea.
  • Make a convincing, both the product and presentation
  • Ask our parent to test our app - find a low tech knowledge
  • Good foundation first - the rest will be easy. slack in the beginning > harder at the end
  • Find apps with lower review (if we're low, can only go high)
  • The same problem can resonate differently to different people - depends on our POV.

Week ? (00/00/00)

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REFLECTION

Experience

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Observation

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Findings

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