29.08.2022 - 19.08.2022 (Week 1 - Week 4)
Audrey Gracia Djohari / 0348120
Application Design I
Bachelor of Design (Hons) in Creative Media / Taylor’s University
Project 1: Mobile Application Proposal
NOTE:
Category: Travel
App: Malindo Air
Presentation Link:
JUMP LINKS
WEEK 1:
In the first week, Mr. Shamsul briefed us about the MIB. This module aims
to broaden the students’ understanding of ‘usability’.
A user interface has feedback and usability.
He also said there will be no coding in this module, however, we will use
Figma.
SWOT analysis:
- strength
- weakness
- opportunity
- threat
Project Brief
- Project 1:
Find an existing app that is not presentable at all (lousy typeface
design, mispositioned button, etc.) Redesign this app to have a better
interface.
Students need to do surveys, interviews, market studies, and research
on the selected topic. The document should also include key features
of the app and provide a clear flowchart of the app. (not more than 50
respondents)
Decide the operating system: IOS or Android
Deadline in Week 4
- Project 2:
Similar to project I, but it's focused on UX Design. This is the
extension of the proposal.
Based on the information gathered in Project 1, students will:
- Determine and verify their target audiences.
- Outline the content element of their app, and exercise the card
sorting method to achieve optimum information architecture.
- Listing the app features and identifying the app's Minimum Viable
Product (MVP).
- Create wireframes of the screens
The end process can be the user's feedback & review. Through this
data, we update the apps.
Submission in Google Docs, can use Canva.
- Project 3:
Students can now create a low-fidelity prototype of the app.
Find people to test the app (minimal 3), better to do it one by one so
the tester won't be biased
Students need to document this process with video
Produce a document containing detailed analysis of this task and
the solutions to the problems faced by the testers.
- Final Project:
A) Final Project – Completed App Design – 30 %
Students will synthesize the knowledge gained in tasks 1, 2, and 3
for application in task 4. Students will create integrated visual
assets and refine the prototype into a complete working and
functional product
experience.
B) E-Portfolio - 10 %
Students describe and reflect on their social competencies within
the design studio context, supported by evidence. Reflect on how to
empathize with others within group settings, interact positively
within a
team and foster stable and harmonious relationships for productive
teamwork. Reflective writing is part of the TGCP.
WEEK 2:
Fig 1.0: Week 2 Lecture, UI vs UX
Why do we structure the content first?
So the users & target audience will not be confused with the
organization of the contents. Designers must organize the content.
UI vs UX
UI designers focus on the way the functionality is displayed and the fine detail of
how users interact with the interface.
UX designers focus on the structure and layout of content, navigation,
and how users interact with them.
“If people can’t use a product, it might as well not exist,”
– Jakob Nielsen
Common Characteristics
There are a couple of standards that identify effective design
across the board (regardless of media or discipline):
- The first consideration is determining who the user is
Example: Strava, is a sports app, it is targeted at people who do
not have sports watches. It has a map, it provides information
about running pace, etc. Strava can connect to many other
apps.
- The design must be as broad or narrow as necessary to accommodate the intended user
Example: If you're designing for small kids, you should find out what
they are comfortable doing. How they move their thumbs, or what kind
of content are interesting for them. People have many different
preferences, to know about that you should gather data by conducting
surveys. Through that data, you will find out the majority's
preferences.
There is no recipe that’s going to make your design appropriate for
all applications and users. So listen to your users and observe them
interacting with your design.
In order to make a connection with the user, the design’s interface
must achieve its mission of communicating information through the
printed word, dispensing a product, projecting and
image or creating a space that’s easy to navigate.
Changing the focus from the designer’s aesthetic to the user’s need
allows the product to
be designed in a way that helps the user succeed.
Golden Rules of Interface
Design Interface expert Nielsen identifies five usability attributes
designers should heed when creating a design interface, no matter
what their medium:
- Ease of Learning ––> showing borderline of a thumbnail when the user hovers over it
- Efficiency of Use ––> having consistent design throughout the website, simple icons
- Memorability ––> how easy the users remember the flow of the app or website
- Minimize Errors ––> this is very important in designing forms. example: how the browser can now saves passwords to minimize errors.
- Satisfy the User
"Designing an app is not designing for yourself, it's for the user.
Always focus on the users."
– Mr. Shamsul
Dos & Don'ts
Fig 1.1-1.11: Dos & Don'ts of designing an interface
NOTE:
- use attributes (src) as additional information. example: password.
- make things simple, not canggih.
Defining Project Goal
Category: Travel
App: Malindo Air
What?
What do you want to achieve?
- I want to redesign Malindo Air app and make its interface easier to
use and pleasing to see. Travel app should be simple & fast enough
for people to use because no traveller would want problem with their
bookings.
What is your desired outcome?
- A simpler, less confusing, and more user-friendly design for Malindo
Air app. Minimized errors and easier use when purchasing the flight
ticket, managing booking & checking in. I also want to make the
color and icons of the app design more pleasing and modern.
Why?
What needs to be solved?
- According to user reviews on App Store, there have been many errors
especially in 'Manage Booking' part. The app's contents are also a bit
confusing and too crowded especially in 'Book A Flight' part. And from
my experience using this, it takes long for the app to load and it
took me some time to find out what to do when I did the online
check-in.
Fig 1.13: Malindo Air Review
Where?
- IOS
When?
How long?
- 14 weeks
Who?
Who is experiencing the pain points?
- People who have purchased or will purchase Malindo Air tickets for
traveling. The app is for managing their bookings, online check-in,
and buying Malindo plane tickets.
Success Metrics
State your Key Performance Index (KPI)
WEEK 2:
Fig 1.14: Week 3 Lecture, User Experience Research
App Flow Chart
Fig 1.15: Flow Chart Example
- Use the correct shape for the flow chart
- Onboarding Screen: A tutorial page on how to use the app (this happens before signing in)
- Sign Up or Log In Page
- Use convenience sampling or random sampling
The 5 Steps Of User Experience Research
- Objectives. What are the knowledge gaps we need to fill?
- Hypotheses. What do we think we understand about our users?
- Methods. Based on time and manpower, what methods should we select?
- Conduct. Gather data through the selected methods.
- Synthesize. Fill in the knowledge gaps, prove or disprove our hypotheses, and discover opportunities for our design efforts.
“Good user research is key to designing a great user
experience. Designing without good user research is like
building a house without solid foundations—your design will soon
start to crumble and eventually fall apart.”
The Value of User Experience Research
Product Benefits
UX research provides data about the end user of the 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.
Business Benefits
UX research brings a lot of a value to businesses. By knowing the
end users and incorporating design requirements upfront, businesses
can speed up the product development process, eliminate redesign
costs, and increase user satisfaction.
User Benefits
One of the greatest values of user experience research is that it’s
unbiased user feedback. Simply put, UX research speaks the user’s
thoughts—without any influence from outside authority. It also
serves as a bridge between users and the company.
Introduction to User Experience Research
- Usability Testing
- Interviews
- Online Surveys
- User Personas
Best Practices
- Test with Five Users. Testing five users is typically enough to identify a design’s most important usability problems.
- Invite Your Team to the Testing Sessions. Anyone who is involved with how fast and how well problems are addressed should be invited to the usability testing sessions. These stakeholders may include the executive team and lead developers or designers.
- Keep the Findings Brief and To-The-Point. When you report the findings of a usability test, limit the comments to the ones that are really important. One good rule of thumb is to include the top three positive comments and the top three problems. The overall report should be no more than approximately 50 comments and 30 pages.
Usability testing can be broken down into a few major
steps:
- Identify what needs to be tested and why (e.g. a new product, feature, etc.)
- Identify the target audience (or your desired customers).
- Create a list of tasks for the participants to work through.
- Recruit the right participants for the test.
- Involve the right stakeholders.
- Apply what you learn.
PROJECT 1: MOBILE APPLICATION PROPOSAL
Instruction
Students are required to create proposal documentation for
their mobile application project. You are required to redesign an
existing app that you find unsatisfactory in terms of the user
experience or interface design and its subject to
preliminary approval by the module coordinator. Students must do
surveys, interviews, market studies, and research on the selected
topic. The document should also include key features of their app
and provide clear flowchart of the app. The document
will determine whether or not the app idea is good to continue to
the next development phase. This task is an iterative process
whereby during the assignment period, students are free to get
feedback from their peers and module coordinator to further
refine their idea.
Finding an Existing App
Category: Travel
App: Malindo Air
Everything is here, so I might not need to rewrite it in this
blog.
Figure 2.1: Miro Board
Final Proposal
*Enter full screen & click the Grid View to jump to pages.*
General Feedback
Make sure the app's color is not the only reason you're choosing to redesign. Take a look at the UX as well but still focus on the UX because you're a design student.
WEEK 10:
Specific Feedback
Fix the wireframe and can refer to the visual reference and then proceed with the low fidelity prototype.
FEEDBACK
WEEK 2:
Specific Feedback
Mr. Shamsul accepted my chosen app.
Make sure the app's color is not the only reason you're choosing to redesign. Take a look at the UX as well but still focus on the UX because you're a design student.
WEEK 10:
Specific Feedback
Fix the wireframe and can refer to the visual reference and then proceed with the low fidelity prototype.
REFLECTION
Experience
This first project feels very relaxing and I could follow the timeline
pretty well. Analyzing an app was not boring to me at all, I
surprisingly enjoyed gathering the data, creating the flowchart, and
doing the survey. Everything was doable and I didn't stress much
making this proposal, thanks to the clear lecture by Mr. Shamsul.
Observation
I observed how there are many things to consider in app design.
Everything matters, starting with the app flow, contents, placements,
fonts, colors, and many many research about the user's performance.
And usability is the most important aspect of an app, if people cannot
use it, then it's a huge failure.
Findings
I discovered that studying an app requires user-centered research. The
user's testimony and opinions are valuable data so we cannot depend on
our own thinking from a designer's point of view.
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