Application Design 01- Assessment 4

Application Design 01- Assessment 4 (Blog Template)

Application Design 01- Assessment 4

13/12/2025 - 8/1/2026 / Week 13 - Week 14
Emily Ong Su Yu / 0365304
Application Design 01 / Bachelor of Design in Creative Media / Taylor's University


LECTURES

WEEK 14 LECTURES: PLEASE CLICK HERE


WEEK 14 LECTURE — Portfolio

In this lecture, we learned about how to create a good portfolio.

Portfolio Content

  • Who reads it?
  • Goal
  • Intro
    • What was the project about?
    • What is it
  • Context
    • What is the environment
      • Where do we use the product?
      • What did it aim to solve?
      • What are the stakes?
      • What are the challenges?
  • Specs
    • How to do it?
    • Who is making it?
    • What are they using?
  • Features
    • Everything it does
      • All the function of the project
      • the parameters that can be set
      • how flexible it is
    • What it does better
      • Comparisons to other solutions
      • data and facts
  • Choices
    • Breakdown
      • What was chosen
      • how decisions we made
      • research result
      • what they do
      • what is affected
      • tests
  • Results
    • Data
      • past vs present
      • impact analysis
      • success metrics
    • Timeline
      • Current assessment
      • reflection
      • timeline and future update
  • Flexible
    • Sizes fo each purpose
    • Case studies are unlimited
  • Modular
    • Pack in advance
    • Pack only what you need
    • Keep your valuables set


INSTRUCTIONS

Figure 4 Instructional — Overview of submission guidelines and requirements.

ASSESSMENT 4

Assessment 4 Guidelines

  1. Where are we so far
    (take back from assessment 3)
    Explain in a few words what was the outcome of your ideation, what you found out from testing, and what needs to change on the high fidelity.
  2. UI kit
    What are the building blocks of your High Fidelity file.
  3. High Fidelity prototype
    Introduce the changes you made, make a small intro of what is your app about, what will your happy path consist of, and the extra features you wish to present.

    Remember, mind your Consistency, Readability, Alignment and Priority.
    My focus is that each of your pages looks like it belong to the same app, and I know at all times where I am, what do I need to do now, where am I going next.

    Link to your High Fidelity prototype page so I can see it in action!
  4. Monetization
    Add one page to explain the ways your app generates revenue for the company
  5. Gamification
    What systems/mechanics do you have in place to retain and/or encourage users to come back?
  6. Promo page
    Make a promo/ad page for your app.
    Mock it up on a phone, in hands, in situation, sell us the new features, think of it as an advertisement for the launch of your app.
    Keep it to 1 slide only, and make it pop!
  7. Reflection/What's next?
    So... 14 weeks, from idea to final prototype. What's your take on that?
    How do you feel about your own work and progress?
    What are you going to do with it?

Feedback

  • Week 14: Mr Slyvain ask us play each other prototype. I received feedbacks like words too small, cannot scroll and some place cannot type.

REFLECTIONS

During the development of my high-fidelity prototype, I focused on translating my low-fidelity ideas into a more realistic and interactive interface. This stage allowed me to pay closer attention to visual consistency, colour choices, typography, and spacing. By using Figma’s components, variables, and interactions, I was able to simulate real user actions such as selecting product sizes, adjusting quantity, viewing notifications, and navigating support features. This process helped me better understand how design decisions directly affect usability and user experience.

While creating the prototype, I faced several challenges, especially when setting up interactions such as dynamic pricing, scrolling behaviour, and fixed elements. I also found it confusing at first to manage variables, modes, and prototype settings correctly. However, through experimentation and problem-solving, I learned how to use alternatives such as pre-calculated values and interactive components to achieve the intended behaviour. These challenges improved my technical confidence in Figma and helped me think more logically about user flows.

Overall, this Hi-Fi prototype helped me understand the importance of clarity, feedback, and realism in interface design. Seeing the prototype function like a real app made me more aware of how users interact with each screen and feature. If given more time, I would like to further refine micro-interactions and improve accessibility, such as clearer feedback states and text hierarchy. This experience has strengthened my skills in UI design and prepared me better for future digital design projects.

© 2025 Emily — Application Design 1

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