Application Design - Task 4: Final Project

10/12/2025 - 4/01/2026 (Week 12 - Week 14)
Shema Goldie Angwen / 0372129
Application Design I
Bachelor of Design (Hons) in Creative Media / Taylor's University
Task 4: Final Project


CONTENT LIST


INSTRUCTIONS


TASK PROGRESS

- WEEK 12-

Figure 1.1: Lecture Powerpoint Slides

Previously, I used pure black as the base color. then Mr. Sylvain mentioned in his lecture that pure black interfaces may not be suitable so I change it to lighter black.

Figure 1.2: UI Kit

I also learned about user interface controls and navigational components, which were new to me. This allowed me to properly group them into a UI Kit for my inDrive 2.0 app.

Mr. Sylvain also taught us about monetization and gamification, which led me to explore a point-based gamification system for my Indrive 2.0 app.
Figure 1.3: Survey Results (Task 2)

This idea was driven by findings from the previous survey (Task 2), which showed that 39.7% out of 58 respondents did not rate their driver. 

Although this percentage does not exceed half of the total responses, it still indicates a significant usability and engagement issue that should not be ignored. Therefore, the gamification feature is designed to meaningfully encourage user participation, rather than being added purely for visual appeal.

For monetization, I introduced a diamond icon on the user profile to indicate Premium status. The Premium feature unlocks exclusive benefits such as discounted trip fares, encouraging users to upgrade while keeping the interface clear, intuitive, and user-friendly.



ASSESSMENT

Link to Canva: Click Here



Link to Figma: Click Here
 


FEEDBACK

WEEK 10: The interface looks nice and very clean. Continue proceeding.

WEEK 12: 
  • The overall design looks good. 
  • Mr. Sylvain said it is okay to use map images sourced from the internet. 
  • For my plan, I intend to differentiate the Premium version by using a different design, creating two interface sets: Free and Premium, then He mentioned that if users do not find the interface appealing, they may not wanting to upgrade to Premium. Therefore, Premium elements should feel more exclusive, such as using a crown icon on the profile or other unique visual indicators. 
  • I also showed him the references I referred to and he said it's okay as long as the interface remain consistent from screen to screen and align with the target audience’s style they are looking for, refer back to task 2.


REFLECTION

Over the 14-week design journey, from initial ideas to the final high-fidelity prototype, I found the learning process really valuable. Developing the high-fidelity prototype felt more straightforward because it mainly involved refining the low-fidelity design through color application, layout adjustments, and repeated testing to improve the overall look and user experience.

During the feedback and testing sessions, I learned the importance of small UI elements in enhancing usability. Suggestions that Mr. Sylvain mentioned such as placing the Home button and back button on more screens allowed users to navigate back more quickly and confidently. Additionally, introducing a confirmation pop-up before navigating away helped users feel more certain about their actions. Observing these changes during testing showed a noticeable improvement in user comfort and flow.

Through this project, I discovered that Figma is an enjoyable and intuitive tool, particularly for arranging user flows and applying visual design. I genuinely enjoyed the process of coloring, organizing screens, and refining interactions. This module has become one of my favorites throughout Semester 3, as it allowed me to see clear progress in both my technical and design thinking skills.

Overall, I feel proud of my work and the progress I have made across these 14 weeks. Moving forward, I plan to further refine the prototype and upload it to Dribbble as part of my design portfolio, allowing me to showcase my work and receive feedback from a wider design community.

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