APPLICATION DESIGN I - TASK 1: MARKET RESEARCH
23.09.26 - 18.10.26 (Week 1 - Week 4)
Michelle (0373843)
Application Design I/ Bachelor of Design (Honours) in Creative Media / Taylor's University
Task 1: Market Research
Michelle (0373843)
Application Design I/ Bachelor of Design (Honours) in Creative Media / Taylor's University
Task 1: Market Research
TABLE OF CONTENTS
CLASS: LECTURES, TUTORIAL, & PRACTICAL
Week 1 (23/09/26)
Introduction to Mobile Application Design
!
Week 2 (30/09/26)
The Art of User-centered Design (UCD)
Designing with the user in mind first
User generally doesn't interact directly to the creator/inventor
User-design become the link between user and company
User Experience: functionality - the flow from start-end, how to interact & navigate
User Interface: aesthetic & usability, finishing - what the user touch directly
Process
- Discover: Research, collect data, understanding - what's happening now
- Define: Sort it, decide what to work on
- Design: make a solution
- Validate: test - what works, what doesn't > redesign
- Develop
Return Of Investment (ROI):
- Credibility: user satisfaction, trust
- Exposure: audience
- Performance: ease of use, where the experience could go wrong > error prevention
Empathy: ability to step into other's experience and perspective
If user is happy that it works,
Good brand: good function, ease, aesthetic
In-class activity
Redesigning exercise![]() |
| Fig 1.2 Boarding Pass Redesign |
Week 3 (00/10/26)
Usability
- Consistency: Look align with brand, intuitive navigation, continuity of design & function
- Simplicity: Break down information
- Visibility: Clarity, hierarchy, focus of attention
- Feedback: Actions get reactions (e.g. loading button tell people to wait)
- Error Prevention: confirm action, inform what's wrong/what'll happen
Safe space, safe
Bounce rate: why user leave the app, normally 20-30% per app.
![]() |
| Fig 1.3.1 Usability examples |
Problem Statement
Audience: depends on target & market
Problem statement practice
Motorbike riders need to find an accessible and affordable options when they're interested to buy new one.
![]() |
| Fig 1.3.2 Problem statement exercise |
Week 4 (23/09/26)
User Research
!
INSTRUCTIONS
Market Research
- Problem Statement
- Company Intro
- App Intro
- App walkthrough - explain all parts of the app, which one we want to focus
- 3 strength
- 3 weaknesses (to imrpove)
- 3 competitors - 2+ features/idea they do better (to "steal")
- Left field (an completely different app) - 1+ feature (to "steal")
- Review (positive & negative)
- Summary - what's the plan
PROCESS WORK
Week 1 (23/09/26)
Choose company
Analyze App
Week 2 (30/09/26)
Find the strengths and weaknesses
Week 3 (07/10/26)
Find the strengths and weaknesses
FEEDBACK
Week 1 (23/09/26)
Absent with permission, no feedback.
Week 2 (30/09/26)
- Aware that we're only 1 user, don't assume, find out for different user.
- Further learning:
- The Design in Everyday Things - Don Norman
- N+N
- Designer need to satisfy user needs & achieve company goal
- Find things to improve on features, function, and design that we can change as designer
- Remove all animation & transition.
Week 3 (07/10/26)
Don't put Yes/No in button -> write clear actions instead
There's no slides limit - no need to squeeze everything
Week 4 (14/10/26)
Task 1 & 2 is the structure of the product.
Real data from real users
Real data from real users
user behaviors, needs, feelings
REFLECTION
Experience
!
Observation
!
Findings
Doing activities in class open up creativity - seeing how others do it differently
Talking with friends (other people) could ignite inspiration



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