For this assignment we were tasked with creating a working application design for mobile use, making use of research and references gathered from apps in the industry.
I began by researching application design and its multi-faceted industry, touching upon various principles and theories of design in the process. Not only was research done into application design in general, but also into applications already on the market and available to download. Analysing these applications, both ‘bad’ and ‘good’, I was able to extrapolate a variety of information, especially by observing trends between both the current state of the industry and where it has evolved from, as well as between good applications and bad applications. Observing and recognizing what makes an application good, and what makes an application bad, allows one to create a shortlist of factors to either include or exclude from their designs.
Taking into consideration ethical, moral and law-based obligations and factors is incredibly important as well, as one must respect both trademarking and copyrighting when it comes to Intellectual Property (IP) and design in general.
Not only was written research conducted, but visual as well; gathering a variety of images, both of elements within applications, as well as application designs, screens, and flowcharts, enabled me to be inspired with a basis of design that is grounded in the current state of the industry, allowing me to create an application that leans towards minimalism and modernism, staple keywords in this field of design.
For my application, I chose a calendar task-management style of application. In conjunction with sketches of my own application design, I researched images of other applications that served a similar purpose, of which helped inform my design process even further. Having mood-boards of both applications/screens/pages from applications, elements pulled from apps and websites, as well as applications installed upon my phone, gave me an opportunity to decipher the structure of good application design, and reconstruct it for my own purposes.
For the ideation process I created a multitude of sketches, testing out different layouts, wire-frames, elements and fonts, as well as different names and logo designs. This variety allowed me to test out different directions and flows for the application and its screens/pages.
Once I had settled upon the main design direction for my application I moved into the digital medium, utilising Illustrator in order to create my design and flow-chart. Ensuring that there were correlations and similar elements between related screens in the flow-chart and application helps ensure the user knows where they are and where they are connected to/are sitting within the flow chart. Not only does colour help with this, but shape design and text information help communicate the relevant information efficiently in both subtle and obvious ways.
The name of the application, ToDooZ, is a slight play on words; the combination of To-Dos and ‘It’s a doozy’, subtly hinting that this application will make the management of work an easy task. The design of the logo includes the letters ‘T’, ‘D’, and ‘Z’, as well as a simplified and implied calendar design, making use of three rectangles and a box, of which the rest of the design lies within, to hint at a calendar-based aspect to the application. The strip at the top of the calendar is coloured blue, while the three rectangles are red, correlating with various shapes, screens and mechanics of the application.
For the design, there is the main Home page, of which enables the user to access the other three main pages; Calendar, Reminders, and To-Dos. Calendar allows the user to view the entire month, as well as whether they have Reminders or To-Dos for any of the days within the current or future months. Tapping/Clicking on the Reminders or To-Dos icons within the Calendar will bring up a menu that allows the user to view their To-Dos and Reminders for that day, as well as giving the user an option to return to the Home screen. To exit this view, the user can click on the arrow at the top of the screen, allowing the player to return to the currently ‘greyed-out’ Calendar page/screen.
From the Main screen the user is also able to access the main Reminders and/or To-Dos screens, of which give the user the option of accessing either the Reminders or To-Dos pages without returning to the home screen, or they may choose to immediately access the Calendar page.
(Note: Colours displayed are not exact to actual colours used.)
Reviewing my design, it could have used a more professional polish regarding both the visuals and mechanics, allowing the user to have more options and tools at their disposal. Not only that, but the logo design could have been clearer and more readable, enabling it to be recognizable from any distance. For the overall visuals, the use of stroke and outlines could have been minimized, allowing for a cleaner and subtler look to the design. A more in-depth look at fonts and font-pairing would have helped to create a more cohesive design and layout, allowing a better hierarchy of information to exist within the application design.
Muse Screen Flow Test:
Application Design Flow-Chart:
Overall, I believe my design is able to communicate its desired intent, however more work and a closer attention to detail would have ensured a more efficient and cohesive application.