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
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
- Many information, limited space
- Audience - different cater to a bigger audience
- Contextual awareness - when & where app will be used
Balance the needs & desires of
- User
- Company (often feel like they know customer best)
- 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
- Problem Statement
- Brand Introduction (assume people don't know) - category, target audience, location
- Current App Design (screenshot of each page & the features in it
- Strengths & Weaknesses (with screen capture & recordings) - find points that we can do something about it.
- Rating & Review
- Usability
- Gut Feeling
- 3 Competitor Analysis
- Unrelated App with Great Features
- Apps comparation summary (compiled in a table)
- 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
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| 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.
Look into company - try out the app > mobbin.com
The good (3) & bad (3), problem statement
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.
REFLECTION
Experience
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Observation
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Findings
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