Application Design I / Project 1: Mobile Application Proposal
7.4.2023 - 28.4.2023 (Week 1 - Week 4)
Takuto Hozumi / 0354047 / Bachelor Of Design (Hons) In Creative Media
Application Design I
Project 1: Mobile Application Proposal
LECTURE
Week 1 Module Briefing
In the first week, the overview of the module was explained.
Project Proposal
UX Document
Low-Fi Prototype
In this module, students will learn the theory and practice of usability,
especially the theory underlying UX design, such as building and improving
applications for mobile devices, through the three main assignments above.
Students were assigned to groups and used for in-class activities from W2
onward. And also assigned to whatsapp group and google classroom for
class communication in this module.
Week 2 Usability: Designing Products for User Satisfaction
What is Usability?
Usability refers to how effectively, efficiently, and successfully a
particular user can utilize a product or design in a certain situation.
It is a part of User Experience (UX) Design.
The usability of a design is determined by how well its functionality
responds to the user's needs and context. A highly usable interface can
guide the user through the easiest way to achieve their goals.
Ex) If a user is using an application for the first time, he/she will
naturally understand how to use it without any special knowledge.
5 Key Principles of Usability
1. Consistency
Consistency is a key factor in web design for both visual elements and
functionality.
Consistency ensures that your website looks coherent and works
harmoniously across all its different elements, such as headers, footers,
sidebars and navigation bars.
Design elements such as page layout, menu structure, fonts, typography and
branding must be consistent within the same website. For example, if there
are multiple back button designs, they will confuse users.
Consistent design = intuitive design helps users to utilize the service.
Fig.1-1: Sample 1 (Consistency)
Adidas
Fig.1-2: Sample 2 (Consistency)
Adidas
Fig.1-3: Sample 3 (Consistency)
Adidas
The Adidas official application, shown in the figures above, has a
consistent design style across all pages, making it easy for users to
understand its functionality.
2. Simplicity
The principle that user interfaces should be “simple” for users.
Simplicity is used loosely to refer to the need to minimize the number of
steps involved in a process, to use symbols and terminology that make the
interface as obvious as possible, and to make it difficult to make
mistakes.
Incorporating simplicity in a designs will help design better user
interfaces by helping the users achieve their goals faster and more
efficiently, all while enjoying a great user experience.
Fig.1-4: Sample 1 (Simplicity)
Airbnb
Fig.1-5: Sample 2 (Simplicity)
Airbnb
Airbnb's app is designed to be simple with little useless information, yet
necessary information is easy to understand, such as large layouts of photos
in the room list.
3. Visibility
Visibility is the basic principle that the more visible an element is, the
more likely users will know about them and how to use them. Equally
important is the opposite: when something is out of sight, it’s difficult
to know about and use.
Users should know, just by looking at an interface, what their options are
and how to access them.
Fig.1-6: Sample 1 (Visibility)
Strava
Fig.1-7: Sample 2 (Visibility)
Strava
The example above shows the menu button in a position that is easily visible
to the user and allows for easy identification of functions.
4. Feedback
Feedback communicates the results of any interaction, making it both
visible and understandable. Its job is to give the user a signal that they
(or the product) have succeeded or failed at performing a task.
An example of feedback is when you’re on your mobile app and the selected
icon changes color when you in the selected screen.
*This is not about user's feedback/voice.
Fig.1-8: Sample 1 (Feedback)
Adidas
Fig.1-9: Sample 2 (Feedback)
Adidas
In the examples, the color of the bottom navigation icon clearly tells the
user which page is currently open.
5. Error Prevention
It involves alerting a user when they’re making an error, with the intention
to make it easy for them to do whatever it is they are doing without making
a mistake. The main reason this principle of error prevention is important
is that we humans are prone to, and will always make mistakes.
Fig.1-10: Sample 1 (Error Prevention)
Fig.1-11: Sample 2 (Error Prevention)
Warning messages should be triggered when making some important decision or
missing an important choice.
Common Usability Pitfalls
Complex interfaces
Confusing navigation
Poor feedback
Inadequate error handling
Week 4 Card Sorting Method
What is Card Sorting
Card sorting is a powerful and popular method used to gain insights into
how users group and categorize information. One of the primary ways to
figure out an organization scheme that best matches users’ mental model
is through card sorting. It's a technique that can be used to inform the
design of navigation menus, website or app architecture, and even
content strategy.
Fig.1-12: Example of Card Sorting 1
Card sorting involves presenting users with a set of cards, each
containing a piece of information, such as a page title, menu item, or
product category.
Users are then asked to group these cards into categories that make
sense to them. They may also be asked to give each category a name or
label that reflects its contents.
Fig.1-13: Example of Card Sorting 2
Types of Card Sorting
There are two main types of card sorting: open and
closed.
Open card sorting allows users to create their own categories.
Closed card sorting provides users with predefined categories to
sort the cards into.
Participation Environment
1. Moderated = Face-to-face way using actual cards or sticky notes
Moderated card sorting includes step 4 in the process outlined above:
the debrief (and/or think-aloud during the actual sorting). This step
is a highly valuable opportunity to gain qualitative insights into
users’ rationale for their groupings. You can ask questions, probe for
further understanding, and ask about specific cards, as needed.
2. Unmoderated = Done by both of online, in person
Unmoderated card sorting involves users organizing content into groups
on their own, usually via an online tool, with no interaction with a
facilitator. Generally faster and less expensive than moderated card
sorting, for the simple reason that it doesn’t require a researcher to
speak with each user. Unmoderated card sorting can be useful as a
supplement to moderated card sorting sessions.
Utilize the information for UX design
Once the card sorting study is complete, the data collected can be
analyzed to identify common patterns and themes among the groups and
categories created by users.
This information can be used to inform the design of a website or app,
ensuring that the navigation and content structure are intuitive and
user-friendly.
INSTRUCTION
Project 1: Mobile Application Proposal
Students are required to create a 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 need
to do surveys, interviews, market studies and research on the selected
topic. The document should also include key features of their mobile
application and provide clear flowchart of the app.
W1 Project 1 Task
To research mobile apps in the specified theme and select 3 unsatisfactory
design apps. The theme is "Lifestyle".
Process
To propose good UX design, one should be a good user.
Therefore, I
considered that I should at least choose an application that I have already
installed and have experience utilizing in practice. First, to quote from my
lifestyle, there are three basic activities: studying at the university,
working out at the gym, and playing on my mobile. Then, I chose an app that
has inappropriate design aspects associated with it.
Idea 1: Fitness App "Home Workout"
Fig.2-1: Idea 1
Fig.2-2: Analysis of Idea 1
Idea 2: Internet Provider "Celcom Life"
Fig.2-3: Idea 2
Fig.2-4: Analysis of Idea 2
Idea 3: Scheduling "Taylor's Mobile"
Fig.2-5: Idea 3
Fig.2-6: Analysis of Idea 3
W2 Group Activity (In-class)
Research: Conduct research on the way-finding system in Taylor’s
University. Learn about the different types of users and their needs, such
as visitors, students, and people with disabilities. Identify common
problems that users encounter when using the way-finding system.
Ideation: Brainstorm ideas for your kiosk design. Think about how you can
address the needs and problems of the users. Sketch out your ideas on
paper or using digital tools.
Prototyping: Choose one of your design ideas and create a prototype of the
kiosk.
Testing: Test your kiosk prototype with potential users. Observe how they
interact with the kiosk and ask for feedback. Use the feedback to refine
your design.
Reflection: Reflect on the design process and the feedback you received
from users. Identify areas for improvement and think about how you can
apply what you learned in future projects.
Fig.2-7: Mobile Application Design, Paper Prototype
First, in creating the prototype we discussed what features we needed.
Launch the mobile app
Search for a destination and set it in the app
A map opens and navigation begins
Follow the navigation and reach your destination
These four steps are necessary.
Our university consists of five buildings (A to E), each with a different
number of floors and rooms. And in addition to classrooms, there is a
lecture theater (LT). The main page has a search function for these
buildings, and a map is also displayed for easy visual understanding.
Fig.2-8: Discussion
It turned out that almost all of the members had experienced getting
lost when they visited Building B for the first time. Therefore, we set the
destination to a classroom in Building B and asked non-member classmates to
test the operation.
The test participant was given a mission. In this case, the objective was to
go to a classroom called B-01.13. They were then asked to determine if they
could operate the application for the purpose, without instructions on how to
do so on the paper prototype.
Fig.2-9: User Testing
Although this activity does not actually run the application, it proved to be
sufficient for usability testing with the layout in the paper prototype.
Fortunately, our prototype was successful in getting people to understand how
to use it.
W3 Self-directed Class (Holiday)
Task to Do
Choose one of the mobile apps that you have selected for the potential
topic for your project.
Conduct an initial evaluation of the product's UX design. Take note of the
product's layout, visual design, user flow, and other key UX elements.
Research the UX Laws and theories that are relevant to your analysis. This
may include the Doherty Threshold, Fitts's Law, Hick's Law, the Law of
Common Region, the Law of Proximity, the Law of Similarity, the Law of
Uniform Connectedness, Miller's Law, the Serial Position Effect, Von
Restore Effect, and Zeigarnik Effect.
Create a checklist or an outline to guide your analysis. Use the
principles and theories you researched to develop a set of criteria that
the product should meet in order to provide a good user experience.
Conduct a thorough analysis of the product's UX design. Use your checklist
or the outline to evaluate the product's UX design and take note of any
areas that could be improved.
Write a report summarizing your findings. Your report should include a
detailed analysis of the product's UX design, a list of strengths and
weaknesses, and recommendations for how the product could be improved.
Create a visual presentation of your analysis. You can use Google
Slides to create a presentation that summarizes your findings and
recommendations.
Referring to the Law of UX website, I have analyzed Idea 2: Celcom
Life.
Fig.2-10: The Presentation Slides
W4 Group Activity (In-class)
Topic: Health and fitness mobile app
Scenario: You are designing a mobile app that helps users track their daily
fitness and health goals.
Purpose: The health and fitness app is designed to help users track their
daily fitness and health goals in a fun and interactive way.
Goals: The goals of the app are to:
Provide users with an easy way to track their progress toward their
fitness and health goals
Encourage users to adopt healthy habits and behaviors
Motivate users to stay on track with their goals through fun challenges
and achievements
Connect users with a supportive community of like-minded individuals
Item List
Step tracker: Allows users to track their daily steps and monitor their
activity levels
Calorie counter: Helps users track their daily calorie intake and make
healthier food choices
Workout log: Allows users to log their workouts and monitor their progress
over time
Water intake tracker: Helps users stay hydrated by tracking their daily
water intake
Sleep tracker: Helps users monitor their sleep patterns and improve the
quality of their sleep
Weight tracker: Allows users to track their weight and monitor their
progress towards weight loss or gain goals
Blood pressure tracker: Helps users monitor their blood pressure and
identify any potential health issues
Heart rate monitor: Allows users to monitor their heart rate during
exercise and throughout the day
Exercise library: Provides users with a library of exercises and workouts
to choose from, tailored to their fitness level and goals
Meal planner: Helps users plan healthy meals and snacks throughout the day
Recipe book: Provides users with a library of healthy recipes to try out
Nutrient tracker: Helps users track their daily intake of essential
nutrients and identify any deficiencies
Mindfulness exercises: Provides users with guided meditations and
relaxation exercises to reduce stress and improve mental well-being
Achievement badges: Rewards users for reaching milestones and achieving
their goals
Social sharing: Allows users to share their progress and connect with
other members of the app's community.
Fig.2-11: Our Sort (Group1)
Our group first established the major items.
All items were assumed to fall into five categories: fitness, lifestyle,
nutrition, community, and other.
Two of the categories, "Exercise Library" and "Mindfulness Exercises,"
were separated into separate categories because of their function as data
archives.
Therefore, under "Fitness" and "Lifestyle," there are two uses: "for
actual use" and "to search for data as needed".
Fig.2-12: Group2
Fig.2-13: Group3
Fig.2-14: Group4
Referring to the sorting of the other groups, there are some similarities
between each of them, but no exact match. This is because they depend on the
senses of the users (members). However, for example, there are many areas of
agreement in the nutrition/meal-related items, which are considered to be
close to the ideal form of UX obtained by this activity.
Thus, the data obtained from card sorting is useful for creating an
application structure that is user-sensitive.
W4-5 Project 1 Task
We students, needed to finalize the document based on the knowledge we
learned in the W2-4 lecture for the final submission of the proposal.
Contents in the first ver.;
1. Introduction of Task 1
1-1. Abstract of Mobile Application Re-designing
1-2. Specific Procedure
2. Background and Context
2-1. Importance of UI/UX Design in Mobile Apps
2-2. Determination of the App to Re-design
3. UX Analysis
3-1. Analytical Methodology
3-2. UX Analysis in Celcom Life
4. Project Outline
4-1. Rationale & Problem Statement
4-2. Identification of the Purpose
4-3. Project Goals (Objectives)
4-4. User Research
5. References
Fig.2-15: Proposal Document First Ver. (26/4/2023)
After the Lecturer's check, the document was organized according to the instructions given.
Contents in the final ver.;
1. Introduction
1-1. UX design improvement proposal for “Celcom Life”
In this module, I felt that I gained very practical knowledge in app development, with UI/UX as the main focus. The group activities in class (some of which were simplified due to limited time) helped us practice specific research techniques and understand the theory behind them. Then, they used their knowledge and methods to get to the root of the module, the redesign of each student's chosen mobile app, and the improvement of the UX design. Currently, Project 1: Proposal has been completed first.
Observation
Although the terms UI/UX are used interchangeably, UX refers to the entire experience of using a series of services, whereas UI refers to the functionality or external configuration of tools such as applications and websites. In other words, good UI design is part of good UX design.
Findings
The topics covered in this module are basically related to mobile apps. However, I have found the concept of UX improvement suggestions to be applicable to any industry and any service. Of course we are visual design majors, but in reality critical thinking skills can be used in many different situations in our work.
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