Application Design I - Task 1: Proposal


24/09/25 - 15/10/25 / Week 1- Week 4
Brendan Fedya / 0376283
Application Design I / Bachelor of Design (Hons) in Creative Media / Taylor's University
Task 1: Proposal


TABLE OF CONTENTS

 ILectures

II. Tasks

III. Feedbacks

IV. Reflections


I. LECTURES

➼    Lecture 1: Introduction to Mobile Application Design

Narrow your audience before creating an app and create the app for that purpose to make the users engaged. Make this narrowed audience very happy and do not consider the people outside the target of audience.

➼    Lecture 2: User Centered Design

UX = How to make things work.
UI = How to make things feel.
Design has to be functional. Hence, UX is created first before the UI.
ex. UX will be the structures in a house that serves the people needs, and UI will be anything visual related—colors, flooring, anything that makes the people that live there feel better.

Design decision should not be made based on assumptions and intuition. Research is mandatory supported by revisions along the way. More mistakes created in the early stages benefit the later stages much better.

A good target for UX designers to work with are Business to Business companies, which means the companies does not interact directly with the customers, so it is the task of the designers to bridge the both. In doing research, consider customer needs, put us in their shoes, while also considering the business requirements.

How to make a problem statement?

1. Who is affected by the problem? anything or anyone that is affected by the problem.
2. What is the problem? The unmet needs that is yet to be solved.
3. Where does this problem occur? Could be in a geographic location, of a physical object, or the process as a whole.
4. When does the problem happen?
5. Why is the problem worth solving? The size of the impact.

Ex. 
1. Amir needs his motorbike repaired without paying too much.
2. Amir needs his motorbike repaired for good.

There could still be other problems that could revolve within the statement in the image above. I need to focus more on the problem that I want to stress.

➼    Lecture 3: Usability, Designing Products for User Satisfaction

Good usability is simpler, less complex which means it minimizes unnecessary steps to use the product.
Color cues should be used carefully, as sometimes there are users that are colorblind and they still need to perceive the information without relying on the colors.

No more lectures are available.


II. TASKS

➼    Class Exercises: Redesign a Boarding Pass

During class, to get hands-on experience on designing UIs, our lecturer asked us to form groups to redesign a boarding pass. How to make it easier for people to look at and perceive the information in that single sheet of paper?
 Figure 2.1: Boarding pass redesign sketch of Singapore Airlines.

After having a good understanding of UI/UX principles, we proceed in doing our redesign proposal choosing the app we deemed could be improved. I picked the MUJI app and found some references for my redesign ideas. Below is the proposal that I made and will be applied throughout the project:

III. FEEDBACKS

‣     Week 2
  • The product advantages does not matter, consider more on the application aspects of it.
  • Presentation flow could be fixed— describe the pros and cons along the pictures shown in it.
  • Focus on only one field instead of many like MUJI originally did. In this case, choose either one: Furniture or fashion.
  • IKEA could still be a direct competitor, but only if the features are relevant to be applied to the MUJI  redesign.

‣     Week 3
  • Everything goes well, continue to complete the rest of the presentation.

IV. REFLECTIONS

I realized that research does not need a lot of texts to present our ideas. Clear and consise, effective communication is what that matters. If  I don't know what to do, I should still start doing it first, and then it will be easier to change course after. It's just like the inertia law in physics.

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