Application Design I // Project 1// Mobile Application Proposal

 

29/8 - 26/9/22 Week 1- Week 5
Chan Siew Ni #0352518
Bachelor of Design in Creative Media
Application Design I // Mobile Application Proposal 

INSTRUCTION 
<iframe src="https://drive.google.com/file/d/1d2PhPqHuXHX2CQpVGU6PcX7BLI4rESOW/preview" width="640" height="480" allow="autoplay"></iframe>


LECTURES 
Week 1:
Mr. Shamsul introduce us to the module overview and also explained the assignments that we have to complete this semester. He also tells us what is expected to be shown next week and asked us to start preparing our idea and doing research.


Week 2:

UI VS UX

UX Design

  • “Button should physically press down when you click it"
  • Focus on the structure and layout of content, navigation, and how users interact with them

  • Produce site maps, user flows, prototypes, and wireframes (focus on the underlying structure and purpose of the software)

UI Design


  • “Button should look like this”

  • Focus on the way the functionality is displayed and the fine detail of how users interact with the interface

  • Produce the visual comps and functioning front-end code

  • Polishing final production


Common Characteristics
  • Determining who the user is

  • Listen to your users and observe them interacting with your design 

  • To make a connection with the user, the design’s interface must achieve its mission-communicating information through the printed word, dispensing a product.

  • Focus on being designed in a way that helps the user succeed

Golden Rules of Interface Design
  • Ease of Learning

  • The efficiency of Use: Consistency

  • Memorability

  • Minimize Errors 

  • Satisfy the user

Do’s and Don’ts of UI Design


Do’s

  • Strong logo position

  • Provide Hierarchy

  • The primary Call to Action (CTA) button should always stand out (differentiate with others button)

  • Format the text properly (Text paragraph, size, etc…)

  • Provide a small and simple email address text field

  • Use Color Psychology (Exp: CTA like Stop, Cancel or Delete should be in red or sharp alert colour to let the user sees clearly)

  • Horizontal Alignment (Exp: Button should place on the right side due to the reading flow)

  • Keep Fields minimal

  • Properly place the CTA button

Don’ts

  • Use placeholder as labels

  • Use the radio button (You should use a card instead)


Week 3 (12/9/2022)

User Experience Research
The process of understanding user behaviours, needs, and attitudes using different observation and feedback collection methods
Benefits of User Experience Research 
It helps us understand how people live so we can respond to their needs with informed design solutions.
Steps of User Experience Research 

First (Forming):
  1. Objectives 
  2. Hypotheses 
Second (Gathering knowledge through selected UX research methods):
    3. Methods 
    4. Conduct
    5. Synthesize

The Role of Research in the User Experience Design Process 
- Research helps us learn about the users and their behaviour, goals, motivations, and needs.
- It also shows us how they currently navigate a system
- Without research, our work can only be based on our own experiences and assumptions which is not objective

The Value of User Experience Research
- Its ability to reduce yields benefits for the product, the business, and the users themselves
- Provides data about the end users of a product, how and when the user will use the product, and the main problems the product will solve
UX research is also helpful when a team has to decide between multiple design solutions 
- Businesses can speed up t e product development process, eliminate redesign costs, and increase user satisfaction.
- It is unbiased user feedback. UX research speaks the user’s thoughts without any influence from outside authority
- It also serves as a bridge between users and the company


Method of User Experience Research
  1. Usability Testing
  2. Interviews
  3. Online Surveys 
  4. User Personas

Usability Test
Goals: Identify usability problems, collect qualitative data, and determine participants’ overall satisfaction with the product
Roles: Helps identify problems before they are coded, reveals how satisfied users are with the products, what changes are required to improve user satisfaction and performance
Evaluating a product/ service
Participants will be asked to complete specific tasks while one or more observes watch, listen, and record notes

Major Steps Of the Usability Test 
1. Identify what needs to be tested and why (e.g. a new product, 
feature, etc.)
2. Identify the target audience (or your desired customers).
3. Create a list of tasks for the participants to work through.
4. Recruit the right participants for the test.
5. Involve the right stakeholders.
6. Apply what you learn


Interviews
Well-known user experience methodology
Discover the attitudes, beliefs, and experiences of users(and potential users) of a product
Reason for Choosing this Method: individual concerns and misunderstandings can be directly addressed and cleared up, Face-to-face interviews also allow you to capture verbal and nonverbal cues.

How: Interviews are typically conducted by one interviewer speaking to one user for 30 minutes to an hour. Interviews can take place face-to-face, over the phone, or via video streaming

Major Steps of Interviews
1. Prepare a discussion guide, or a list of questions to ask participants.
2. Select a recording method (e.g. written notes, tape recorder, video).
3. Conduct at least one trial run of the interview.
4. Recruit the right participants for the interview.
5. Conduct the interview.
6. Analyze and report the results

Online Surveys
a research tool that typically includes a set of questions used to find out the preferences, attitudes, and opinions of your users on a given topic.  

Significant Steps of Online Surveys
1. Identify the goals and objectives of the survey.
2. Create survey questions.
Note: Consider collecting information about how satisfied users are with your product, what users like/dislike, and if they have suggestions for improvement.
3. Select an online survey tool (e.g. SurveyMonkey, Qualtrics).
4. Recruit participants.
5. Conduct the survey.
6. Analyze and report the results


User Personas
a fictional representation of your ideal customer. A persona is generally based on user research and includes the needs, goals, and observed behaviour patterns of your target audience

Major Steps of User Personas
1. Discuss and identify who your target users are with stakeholders 
(e.g. UX team, marketing team, product manager).
2. Survey and/or interview real users to get their demographic 
information, pain points, and preferences.
3. Condense the research, and look for themes to define your groups.
4. Organize your groups into personas.
5. Test your personas.


Qualitative VS Quantitative Research

Qualitative research methods (e.g. usability testing, user groups, interviews):  better for answering questions about why or how to fix a problem
Quantitative methods (e.g. online surveys): great for answering questions about how many and how much

Figure 1: Deconstruct App Journey map



Week 4:
Today's class is conducted online.

Process(Flowchart) Of Documentation :
1. Overview (Define)
2. Discovery (Empathize)
3. Ideate (Design)
4. Prototype
5. Handover
6. Improvement

Overview (Define):
  • Project Summary
  • Problem (HCW)
  • Solution (SWOT)
  • Definition (Role/Duration)
Discovery (Empathize):
  • Market Research
  • User Research
  • User Personas
  • Key Findings
Design (Ideate) :
  • Sketch 
  • Wireframe
  • Usability Prototyping
  • Key Findings
Prototype :
  • Final Design
  • Prototype
  • Documentation
Handover:
  • Engineer
  • Developer
  • Video Prototype
Improvements:
  • Next Steps
  • Long term plan

Week 5:
For this week has no class as Mr Shamsul went outstation.







MOBILE APPLICATION PROPOSAL 

For this task, I first determine the category of app that I want to redesign, and I found two apps that lack design.  

<iframe src="https://drive.google.com/file/d/1oxNxGctPF1E1PcYL_zxsMtuUefcXYSh5/preview" width="640" height="480" allow="autoplay"></iframe>


Week 3 Task(In-class exercise): We are required to deconstruct our chosen app based on what we learned during week 3. We are allowed to just use some shapes to indicate the information. We were doing this during class time so that Mr. Shamsul can check one by one.
Figure 2: Deconstruct Chosen App (WeatherBug) 

Week 4 Task; We are required to finish our proposal by this week. Based on the sample given, we had to follow the flow of the proposal. Then, things that should include in the proposal were user personas, surveys, wireframes (sketch), and so on.
Figure 2.1: Work Progress on conducting a survey

Figure 2.2: Work Progress on writing how might we statement 


Final Submission of Mobile Application Proposal
<iframe src="https://drive.google.com/file/d/1e90XnwGLobVCn-hlmPJPaPSk0L0Q8Ngm/preview" width="640" height="480" allow="autoplay"></iframe>

Week 6 Task:
Download one of the apps in the list and replicate the UI design. Select a minimum of 5 screens (not including onboarding) for the task. 

Chosen App: Productive-Habit Tracker 

Figure 3: Work Progress on recreating the app

Figure 3.1: Work Progress on recreating the app








FEEDBACK 

Week 2:
Mr Shamsul said that I shall proceed with my idea of redesigning the app.




REFLECTIONS
I think this task is fun because we get to explore the apps that are poor-design and it can also train our observation skills on looking at the layout and the buttons of the apps. 






















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