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


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
  1. Discover: Research, collect data, understanding - what's happening now
  2. Define: Sort it, decide what to work on
  3. Design: make a solution
  4. Validate: test - what works, what doesn't > redesign
  5. 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
  1. Consistency: Look align with brand, intuitive navigation, continuity of design & function
  2. Simplicity:  Break down information
  3. Visibility: Clarity, hierarchy, focus of attention
  4. Feedback: Actions get reactions (e.g. loading button tell people to wait)
  5. 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
A sentence that summarizes everything - to  inform others > easy communication.
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
  1. Problem Statement
  2. Company Intro 
  3. App Intro 
  4. App walkthrough - explain all parts of the app, which one we want to focus
  5. 3 strength
  6. 3 weaknesses (to imrpove)
  7. 3 competitors - 2+ features/idea they do better (to "steal")
  8. Left field (an completely different app) - 1+ feature (to "steal")
  9. Review (positive & negative)
  10. 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
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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