Application Design I /Project 1: Mobile Application Proposal
- Instructions
- Lectures
- Week 1: Introduction to Mobile Application Design
- Week 2: The Art of User-Centered Design
- Week 3: Usability: Designing Products for User Satisfaction
- Project 1: Mobile Application Proposal
- Feedbacks
- Reflections
- Purpose: Revamp existing mobile app to elevate user experience and interface quality.
- Stress the pivotal role of mobile app design in shaping user contentment.
- Evaluate current app's design and functionalities.
- Identify strengths and weaknesses.
- Competative analysis.
- Gain insights into user demographics and requirements.
- Establish clear objectives for the redesign initiative.
- Prioritize addressing current deficiencies and enhancing user satisfaction.
- Define primary and secondary goals to align with user expectations.
- Developing your design strategy
- Detail methodologies for conducting user research.
- Describe the methods you will utilize to collect user feedback and gain insights.
- Devise a robust plan for user testing and validation.
- Curate pertinent articles, books, and design samples for inspiration.
- Defining Usability
- Applying Usability Principles - navigation, information architecture, and visual hierarchy
- Conducting Usability Testing
- Developing Practical Skills
- Ubiquity of smartphones
- Mobile-first approach
- Shift in user behaviour
- Competitive advantage
- Limited screen real estate
- Diverse device capabilities
- Contextual awareness
- Research: Gather insights into user needs, behaviours and pain points, establishing the solid understanding of the target audience's specific requirements.
- Design: Begin creating wireframes, prototypes and mockups that address the identified user needs.
- Evaluation: Usability testing and user feedback helps validate design decisions and identify areas of improvement.
- Understand User Needs
- Prioritize Key Features
- Optimize for Mobile
- Validate and Iterate
- Increased user satisfaction
- Improved product adoption
- Reduce development costs
- Enhanced brand reputation
- Lo-fi Prototypes
- Interactive Prototype
- Iterative Testing
- Discover: Business Requirements (brand vision, goals & objective, target audience, competitors), User Personas (motivations, goals, triggers, needs.)
- Define: Ideation (campaign, website, software, product), Experience Mapping (user journey map, user scenario)
- Design: User Experience (user flow- task and feature analysis), User Interface (sitemap and prototype)
- Validate: Usability Testing, Prototype Validation, Minimum Viable Product (MVP)
- Develop: Production - coding
- The effectiveness, efficiency, and success of a user in utilising a product or design within a specific context.
- Clarity and Learnability
- How intuitively can users understand the interface layout and functionalities upon first encountering it?
- Can they find what they need without prior experience or needing to consult a manual?
- Efficiency and Goal Completion
- Does the interface guide users towards achieving their goals in the most straightforward and time-saving manner?
- Does it minimise unnecessary steps or complexities?
- Common Pitfalls: complex interface, confusing navigation, lack of clear Calls-to-Action, and inadequate error handling
- Consistent = User-Friendly
- Cohesive Experience
- Intuitive Navigation
- Familiarity and Learnability
- Stronger Brand Identity
- Effortless to Use
- Crystal Clear Communication
- Progressive Disclosure
- Clarity and Hierarchy
- Focus and Attention
- Key features of visibility
- Confirmation and Clarity
- Guidance and Learning
- Reduced Frustration
- Increased Efficiency
- Improved Accuracy
![]() |
Option #1 TGV Cinema App |
![]() |
Option #2 MBO Cinema App |
![]() |
Option #3 Shell Asia App |
![]() |
Option #1 The Bites App |
![]() |
Researching on Competitor Apps |
I also conducted a comparison with other competitors to gain a deeper understanding of their strengths and weaknesses. This analysis helped me identify areas where I could improve my current design, ensuring that it stands out and meets user needs more effectively.
After emailing Mr Zeon my proposal, he feedback that my weaknesses cold be improvised by streamlining with the feedback on the app ratings so that can achieve target audience needs and satisfaction.
C. Presentation Final Mobile Application Proposal
|
In-Class Presentation |
I noticed that one of my classmates included a competitive analysis table in their presentation, which I found to be a great addition thus I decided to incorporate it into my own presentation.
![]() |
|
|
Members can earn points that can be redeemed for cash vouchers, product treats, food and beverage vouchers, eco-friendly products, and charitable donations.Additionally, this app serves as communication tool, keeping users informed about the latest promotions and store events.
Here is the Link for the Final Application Design Proposal :
Mr. Zeon provided an overview of first project which is selecting three commonly used applications that require improvements and instructed us to draft a proposal.
Week 2
The feedback highlighted that both the first and second applications (TGV Cinema and MBO Cinema) undergoes same category, so suggested to find an alternative app. The Shell Asia app was noted as a good option, but every app was recommended to further explore the weaknesses of all three apps by reviewing feedback from the Google Play Store.
Week 3
After reviewing the draft proposal, the focus shifted to the first loyalty Bites app, which was deemed a strong choice since it's widely used but not extensively analyzed. The weaknesses were well-identified, and the final proposal should align the app’s ratings with the areas for improvement.
Week 4
It is presentation week, comment is can increase user engagement for the next app’s redesign phase.
Comments
Post a Comment