Application Design I - Final Project: High Fidelity App Design Prototype
19.11.2023 - 08.12.2023 (Week 12 - Week 15)
Tan Yi-Tyng
(0353327)
Bachelor of Design (Hons) in Creative Media
Application Design I
Final Project: High Fidelity App Design
Prototype
INSTRUCTIONS
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FINAL PROJECT
High Fidelity Prototype
Instruction
In this final project, we are assigned to create a high-fidelity
prototype for our mobile application. This prototype should showcase the
final visual design, interactions, and functionality of the application.
The high-fidelity prototype will serve as a realistic representation of
our application, enabling users to experience and provide feedback on
the final design. It should demonstrate a polished and refined user
interface that aligns with the branding and usability principles
established throughout the design process.
Requirements For This Task
Visual Design:
Implement the finalized visual design concept you created in the
previous tasks. This includes color schemes, typography, icons, and any
other visual elements that contribute to the overall look and feel of
the application. Pay attention to details and ensure consistency across
all screens.
Interactions and Transitions:
Bring your application to life by incorporating interactive elements and
seamless transitions between screens. Use appropriate animations and
transitions to enhance the user experience and create a natural flow
within the application.
Functionality and Navigation:
Implement the core functionality and navigation of your application.
Ensure that all interactive elements are fully functional and behave as
expected. This includes buttons, forms, menus, and any other interactive
components specific to your application.
Content Integration:
Populate the prototype with realistic content to demonstrate how the
application will look and feel with actual data. Use representative
content and consider different scenarios to showcase various features
and interactions within the application.
Usability Testing:
Conduct usability testing on your high-fidelity prototype to validate
the design and gather user feedback. Recruit participants who match your
target audience and observe their interactions and feedback. Make note
of any usability issues or areas for improvement. Minimum 5 participants
for the testing.
1. Colour Palette
Initially, I created a mood board, including the color palette, and
updated it under
Project 2: Low Fidelity Prototype. However, when it came to applying the primary colors on the
prototype, it didn't give me a sense of visual appeal. This might be
due to the primary colors being less saturated and too dark. Hence, I
experimented with colors to find an appealing look when applied to the
app, ensuring it also matches the brand identity.
Fig. 1.1 - Experiment with different colours |
Luckily, I found a very helpful website where I can enter a primary
color, and it will provide multiple options of color tones and shades.
It also allows me to personalize adjustments to the color's lightness
and saturation. Since I decided to use a monochrome color scheme for the
app, based on the options provided on the website, I could then choose
the suitable shades and tints for the app.
Fig. 1.2 - Website Link |
Fig. 1.3 - Final Colour Palette for Batik Air app |
2. Design Process
Basically, I spent more time and effort on the previous project, which
is the low-fi prototype, getting feedback from others and making
improvements for the app. It was considered a quite complete design, but
the only missing elements were color and images. Initially, I thought
that the completion process for this high-fi prototype would be faster
compared to the low-fi stage. However, things didn't go as planned. I
soon found out that finding images also took me quite a lot of
time.
Since Batik Air didn't have many high-quality images online, it was
challenging for me to find relevant ones for the app. Moreover, for the
images used in the app, I needed to select images that not only suited
the content but also had colors matching the primary color, which is the
brand's color. For example, the primary color is somewhat like a dark
red-purplish color, so the images should not have too many blue or green
colors, as this would disrupt the overall harmony in the app.
Below are the images that I found to be well-suited and create a
harmonious look for the onboarding pages in the app:
Fig. 2.1 - Onboarding Pages |
For the carousels at the top of the home page, since the text on the
images was not standing out from the background, so I applied a layer of
linear gradient on the images. This way, the text contrasts better with
the background. I also made some color adjustments by tweaking their
brightness, saturation, and temperature for the images to achieve the
desired outcome.
Fig. 2.2 - Comparison of Improvements on Carousels |
Continuing to work on creating user interaction with the carousel on the
homepage, I was initially confused. This case differed from the
onboarding pages because, for the onboarding pages, I created the
interaction by dragging to change to the next whole new canvas. However,
for the carousel on the homepage, it's only part of that particular
section and doesn't change to a new canvas. I was confused and stuck on
this part. But once I watched a YouTube tutorial, I realized that the
way of creating that interaction is somehow the same. Instead of swiping
to a new canvas, using variants will be a more effective way.
Fig. 2.3 - Creating carousel on the homepage using variants |
Continuing to work on the high-fi prototype, I soon realized that I had
to make a lot of changes. Most of the elements were created as single
objects, but when it came to applying color to them, it became very
time-consuming, especially with more than 60 canvas. Since I had
recently learned how to use variants, so I spent some time arranging the
elements into variants. This way, in the future, when changes are
needed, I can easily make them.
Starting with the navigation bar, I had the idea that when users click
on a page, the icon will be in bold color, while the icons of the others
will be in grey. This way, it will be clearer for users to identify
which page they are currently on when using the app. To create this
effect, I had to apply what I had learned about using variants, which
proved to be more effective.
Fig. 2.4 - Using variants for the navigation bar |
Fig. 2.5 - Improvement on the navigation bar |
Similarly to the seat selection, I applied variants for all the seats
except the occupied ones, giving users more freedom to choose from the
available options. Additionally, I decided to change the design of some
seat icons, for example, adding a cross icon to the occupied seats to
indicate more clearly that those seats are not available.
Fig. 2.6 - Using variants for seat selection |
Fig. 2.7 - Improvement on seat selection page |
I created a processing payment loading page animation using the
after-delay interaction. After users make their payment, this loading
page will show up, and users don’t need to click anything, they just
need to wait for a second. Then, it will show a confirmation order page.
This improvement enhances the user experience, indicating that they have
completed the payment process.
Fig. 2.8 - Animation for the payment process |
Fig. 2.9 - Improvement on the payment process |
Since in the low-fi prototype, some of the sliders or sections had
repeated content, for this high-fi prototype, I started to add accurate
and fully detailed content for all sections. Below are the sections
where I replaced images, texts, and contents.
Fig. 2.10 - Contents for the "promotion for you section" |
Fig. 2.11 - Contents for the selection of departure and arrival cities |
Fig. 2.22 - Contents for the options of departure flights |
For the cabin class page, I designed it so that users can swipe to view
not only the information text about the type of cabin class but also
preview images of the class.
Fig. 2.23 - Preview of the type of cabin class |
Fig. 2.24 - User interaction on the Cabin class page |
An important thing to note is that when I was adding hover effects for
certain buttons or elements, I realized that the hover state only works
on desktop devices since mobile devices don't have mouse interactions.
I'm glad I noticed this early on when I was just starting to create a
few hover effects. As a result, I stopped working on this aspect and
shifted my focus to other design areas.
After completing the design of the interface with a total of 66 canvas,
I double-checked to ensure that all the canvas were properly linked,
ensuring a smooth workflow.
Fig. 2.25 - Overall flow of the app |
3. Usability Testing
Moving to the next phase, which is usability testing, similar to the
previous task, I have already created three scenarios/tasks with
detailed descriptions that require users to perform specific actions
within the application. However, I noticed during the user testing for
the previous task that users found it slightly challenging to read
large blocks of text in paragraphs. To address this, I plan to improve
the usability of the scenarios by breaking down the content into
numbered lists, making it shorter and easier for users to understand.
Fig. 3.1 - Previous tasks |
Task Given:
Scenario 1: Login
- Open the Batik Air app.
- Navigate to the login screen.
- Enter your registered email as the username.
- Enter your password.
- Successfully log in.
- Explore the app's features and functionalities.
Scenario 2: Booking Flight Tickets
- In the "Book Flight" page
- Select your departure flight from Penang to the arrival city Kuala Lumpur.
- Choose a one-way ticket for November 19, 2023.
- Select specific 2 passengers and opt for economy class seats.
- Search for available flights.
- Review the options.
- Fill in your personal details.
- Select no add-on baggage.
- Select seats for 2 passengers
- Proceed to make the payment.
- Confirm your payment.
- Check and download your virtual ticket.
Scenario 3: Online Check-In
- In the “Check-In” page.
- Enter your booking details.
- Follow the prompts to complete the online check-in process.
- Successfully complete the check-in.
- Receive your online boarding pass promptly.
- Equip yourself with your virtual boarding pass for a stress-free journey.
4. User Feedback
For the usability testing, I recruited 5 participants who match the
target audience of the Batik Air application. I conducted the
usability test through a Zoom video call, where I shared the screen of
the prototype in Figma and gave participants control of the
screen.
Here is the recording where I combined all the videos of them
performing the tasks during the usability testing. It's important to
note that some parts of the video may appear laggy or glitchy.
However, participants mentioned during the usability testing that this
issue did not occur for them. It may be a result of the Zoom
recording.
YouTube Link: https://youtu.be/M1HMZkIm44U
Fig. 4.1 - Recording of the Usability Test (5 Participants)
After they completed testing the prototype, I asked them a set of
prepared questions. Below is the document where I collected all the user
feedback.
Fig. 4.2 - User Feedback (5 participants)
5. Improvements
Based on the user feedback, I noticed that in the review booking page,
some users did not realize they needed to select the baggage and seat
before clicking the 'Go to Payment' button, which made them confused.
After receiving feedback from one of the users, I changed the button
color to grey, indicating that the button is inactive until they perform
the required tasks.
Fig. 5.3 - Improvement on the Review Booking page |
I have also made some improvements on the process payment page by adding an animation of loading and confirmation payment. This could enhance the user experience, making them feel satisfied after making the payment.
Fig. 5.4 - Improvement of the payment process |
Following one of the users' feedback, I also designed the app so that after users complete their payment, they can click the 'Share & Save' button, and it will show a share sheet. I created this using the overlay interaction with an added grey opacity background.
Fig. 5.5 - Save and Share the tickets |
Fig. 5.6 - Comparison between the original Batik Air mobile app and the redesigned version |
FINAL PROJECT
High Fidelity Prototype - Batik Air Mobile Application
Fig. 6.1 - Final High Fidelity Prototype: Batik Air Mobile Application |
Fig. 6.2 - Final High Fidelity Prototype: Batik Air Mobile Application
YouTube Link: https://youtu.be/ZC3iGJZE5rY
Fig. 6.3 - Video Walkthrough High Fidelity Prototype: Batik Air
Link to Figma File:
https://www.figma.com/file/yRyunfFv1xDFCvaP9a07N1/Batik-Air---High-Fi-Prototype?type=design&node-id=268%3A1573&mode=design&t=iflodazBZeRe1eoI-1
https://www.figma.com/file/yRyunfFv1xDFCvaP9a07N1/Batik-Air---High-Fi-Prototype?type=design&node-id=268%3A1573&mode=design&t=iflodazBZeRe1eoI-1
Fig. 6.4 - Figma File
Link to Final High Fidelity Prototype:
Fig. 6.5 - Final High Fidelity Prototype - Batik Air Mobile Application
REFLECTION
Here comes the end of the semester. Overall, I would say that I enjoyed and became more interested throughout this semester. I've always been passionate about designing app interfaces, and having the opportunity to redesign the app was satisfying, leading to a sense of achievement. Although there were moments of stress and challenges, most of them were due to mistakes I made while working on Figma. I'm grateful to Mr. Shamsul for providing us with enough time to complete the projects, allowing me to produce a good final outcome.
One main lesson I learned while working on the low and high-fidelity prototypes is the importance of equipping myself with skills on Figma. Watching more YouTube tutorials helped me learn effective techniques and methods. For example, when working on the low-fidelity prototype, I wasn't familiar with using variants, and I used to copy and paste repeated elements. Learning about variants has significantly saved me time, enabling easy changes with automatic updates to all related elements.
I believe that with a good understanding and practice of using Figma can be save us a lot of time, that produce better work and explore more design interfaces and user interactions. In conclusion, I've gained a lot of new knowledge during this semester, not only in terms of user interface design and Figma skills but also in the effective planning and research of user experience during Projects 1 and 2.
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