APPLICATION DESIGN TASK 4

Week 10-Week 15 (15/10/2025-04/1/2026)

Jennifer Michelle Hiendrawan/0374682

Application Design/Bachelor of Design (Honours) in Creative Media

Task 4


TABLE OF CONTENT
1.Lectures
2.Instructions
3.Task
4.Feedback


LECTURES

WEEK 14 
Who reads your portfolio? 
-Matches your CV
-Worth moving forward Peers
-Skills
-Outcomes 
-Fields Managers 
-Overall skill level 

What is inside portfolio? 
-Introduction 
-How long did it take? 
-Who worked on it? 
-What were you charge of? 
What is it? 
-What is the format? 
-What does it do? 
-Who will use it? 
-How does it help them? Demo Show and tell 
-How it works 
-What it looks like Features Everyhting it does 
-All the function of the project 
-The parameters that can be set 
-How flexible it is What it does better -
Comparison to other solutions Example: Duolingo 5.0 vs Duolingo for business Chocies breakdown -What was chosen 
-How decisions we made 
-Research results 
-What they do 
-What is affected 
-Tests CTA 
-See the full story 
-Download the files 
-Contact the author Modular 
-Pack in advance 
-Pack only what you need 
-Keep your valuables safe Outcome 1st Respect the viewer’s time 
-Show results first, then the process 
-Allow people to skip 
-Different levels of reading  (3 sec, 3 min, 30 min) Don’t explain the process 
-Explain your results when using the process -Managers know the theory 
-Show you can apply it Highs and lows No smooth ride 
-Telll what difficulty you encountered 
-Explain what you tried 
-Show what didn’t work and what did Storytelling 
-Detail the context Real work Show dirty work
-Show quantity of research and sketches -before and after Show your OWN work 
-What was your role? 
-What were you in charge of? 
-Copying is fine for training only 
-Credit everyone 
-Show critical  thinking 
-Ai doesn’t count (yet )


Week 13

-Use 12 for the font size 
-Header maybe can be 14, anything other than text can be above 12 
-Try to write the header close to the text 
- You don’t need to have pure black for the text color, you can go with “lighter black” 
-Redability is more important than the graphic 
-try to avoid 50% grey, go for 40% grey  (then put the black text) 
-search for 60% color (main color), 30% color, and 10% color  (sp total 3 colors) 
-Use shadow for button (to show that it is can be clicked) X=0 Y=30 Blur= 50 Opacity= 10% 
-The shadow can use the main colors/other colors for the highlight 
-Use complimentary color for the shadows 
-Don’t apply the shadow on text 
-give different color for the wrong button (for example: back) 
- All icons should be inside of a bounding box, and the size must be the same 
-The icon thickness  must be the same with the text thickness
 -Provide 2 stage of your icons on the ui KIT ( for example: if you click home, then what will happen? Will it highlighted or underline) 
- you can find illustrations for free on: storyset.com -icons8.com/ouch -streamlineicons.com -storytale.io 
-Consider the long text for the cards 
- Give highlight or different colors for a text that is clickable 
-Breadcrumb: A line show path to current user location (use arrow for it) Home> clothing> shirts 
-Slider is function as filgte, show progress,amd usually horizontal 
-Tags can be color-codded an button
 -Can use consistent style of icons MOBILE SPECS 
-At least 16px 
-Increased line-spacing 
-Size of an element: at least 44x44px (but check on your phone how does it looks like, you can adjust it based on your phone size Layout grid > 3 text blocks per column >5 items per row 

MONETIZATION 
-Creating, maintaining or operating any type of platform takes time, energy, and resources
-Create revenue -Usre interaction: ads, remove ads, subscription, pay per use, premium 
-Active purchase: affiliate marketing, sales, micotransactions, in app purchases 
-Intellectual property: licensing -Others: sponsor, donations, data 

GAMES 
-customization 
-levels 
-experience 
-statistics 
-leaderboards 
-achivements
 -medals Social influence, relatedness, and envy 
-Acceptance and belonging 
-Competition and envy 
-mentorship and companionship 
-Nostalgia and memories Impatience and scarcity 
-Wanting something you can’t have 
-Limited access, premium 
-Membership. Exclusivity, luxury 
-Paid shortcuts

Unpedictability and curiosity What will happen next? Randomness and mismatched expectations Gambling and betting against out of control odds Loss and avoidance Fear of losing an investment Create perceived value out of time and effort Emphasize negative consequences FOMO Intrinsic vs extrinsic Extrinsic: Development and accomplishment Ownership and possession Scarcity & impatience



INSTRUCTIONS


 

TASK

Presentation slide



Hi-fi prototype workview


Hi-fi prototype preview

https://www.figma.com/proto/6CK6ZYHhNC5jBTfTuRQQcr/Untitled?node-id=356-1160&p=f&t=JMYe4OSyQXgB6sl3-1&scaling=scale-down&content-scaling=fixed&page-id=0%3A1&starting-point-node-id=356%3A1093&show-proto-sidebar=1


UI Kit

https://www.figma.com/board/PpJtX1CSdhj150A2XYGB7r/Untitled?node-id=0-1&t=yan9344pvlpjtCg6-1



 

FEEDBACK 

Week 14
The homepage layout is incorrect because the main highlight should be the internet data section. The balance should be displayed in a smaller size since it is not very important. The button color should be changed to make it more visible and clearly stand out from the others. The search bar would be better placed at the top next to the notification icon. In the input amount section, the largest amount option should be highlighted the most, as the goal is to encourage users to top up that amount. Some sections do not need titles and explanations because their functions are already clear. The advertisement or promotion should be placed at the very top


REFLECTION

After 14 weeks of developing an application, I realized that creating an app is not easy and requires a long and structured process. From the beginning, research is essential to understand what users want and need, including their goals, needs, motivations, and pain points. Only after that can the application be designed, starting with low-fidelity prototypes. Throughout the learning and development process, I learned that an application must be highly consistent, clear, and well-organized. In this module, I was taught how to design an application properly so that users do not feel confused when using it. I also learned that feedback from others, especially during user testing, is extremely valuable for improving my application. I feel happy and accomplished because I was able to improve and complete an application. Although the process was very challenging, the feedback from everyone and the guidance from Mr. Sylvain helped me better understand the weaknesses and mistakes on each page. I will try to learn and improve my design skills for an application day by day by using the knowledges that i already got from this module and from Mr.Sylvain.





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