Application Design I - Task 4: Final Prototype
24/12/2025 - 31/12/2025 / Week 13 - Week 14
Aquela Zefanya Soares / 0374377
Application Design I / Bachelor of Design (Honours) in Creative Media / Taylor's University
TABLE OF CONTENTS
LECTURES
Week 13
User interface – visual elements
Line and shape
- use the same style and thickness
Color
- highlight things that r important
- needs to stay consistent
- you don’t need to use the exact same color and shade of the brand everywhere
- color plays an important role in branding; depending on the target, the color scheme could be different
Form
- users want to know the instruction first (make it big), then the explanations
- must have instructions and confirmation, then add supporting instructions to help users understand
- provide backup plans
Texture
- try to be consistent with the styling
- keep 3 effects max, don’t use too many effects, keep it consistent
- priority must be visibility, so it’s easier to distinguish important parts from others
Space
- decide which elements should stand out, then plan the spacing
User interface – design principles
Text
- consider the size, start with 12pt
- try not to use too many variations in thickness
- 10pt is only for things u don’t want ppl to read
- keep the hierarchy between header and body text close, but be mindful of font size
Color
- try to avoid pure black like #000000; use a “lighter black” like #1f1f1f
- keep colors in the same hue, but play around with value
- try to avoid 50% gray (choose either 40% or 60%)
- color rule: 60–30–10
- 60% one color (usually background)
- 30% another (text)
- 10% primary color (buttons, accents)
Shadow
- apply drop shadow to buttons
- default (elements): x=0, y=30, blur=50, opacity=10%
- clickable: x=0, y=4, blur=4, opacity=25%
- use slightly tinted shadows instead of pure black, e.g. #3d4b5c
- use the same hue or complementary color for shadows
- don’t apply shadows on text (most non-clickable elements shouldn’t have shadows)
Buttons
- buttons need to stand out
- best height is between 40pt–60pt, never below 40pt (especially final actions)
- primary buttons: primary color as background
- secondary buttons: use primary color for stroke and text
- tertiary buttons can be placed elsewhere
- types of buttons:
- filled button (solid color or gradient)
- line button (outline only)
- transparent button
- corner radius sets the tone (square buttons feel more serious)
- always place the next-step button on the right
- make buttons the same width to show sequence and consistency
- use clear button text (e.g. “Continue” vs “Complete payment”, it affects decision-making)
Icons
- icons should generally fit within a 24pt × 24pt bounding box
- match icon weight and width with the text
- icons can include text if the meaning is unfamiliar or complex
Photos
- ensure content priority remains clear
- use overlays when placing text on photos (e.g. gradient from dark/light to transparent)
- photos should reinforce the content
- try to use images within a similar range so they complement each other
- common practice: use image direction to guide user focus to content
Illustrations
- easier to work with than photos (depends)
- not always effective, so use wisely
- give illustrations space (make them bigger)
- sources: storyset.com, icons8.com/ouch, streamlineicons.com (free & paid), storytale.io (paid)
Cards
- usually used when there’s a lot of content
- consider long names or large amounts of information
White space
- creates focus on the rest of the content
How to make an element look “clickable”?
- add thickness (bold/underline important text)
- use different colors to create contrast
User interface – navigational components
Search bar
- single-line text input to search information
Breadcrumb
- shows the path to the user’s current location
- helps users know where they are and go back easily
- use arrowheads instead of slashes
Pagination
- navigation through pages
Slider
- used to set a value or range of values
- functions as a filter
- shows progress
- usually horizontal
Tags
- used at a lower hierarchy to find related or previous content
- can be color-coded
- button-based
- usually preset categories
Icons
- alternative to text links and buttons
- represent categories or items
- can include text labels
- maintain consistent icon style
- prioritize readability; if unclear, add text
Carousel
- for skimming items
- showcases multiple items
- highlights featured content
- quick access to items
- blocks are usually clickable
- efficient use of space
- guides user flow (onboarding, collections, product features)
Mobile specs
- minimum text size: 16px
- increased line spacing
- element size: at least 44 × 44px
Form
- consider heatmaps
- visible labels
- avoid multi-column grids
- include keyboard slide-up
- keep content in 1 column (2 if necessary)
Layout grid
- preserve readability
- more air/space
- max 3 text blocks per column
- max 5 items per row
- consider using a framework
- consider whether a frame is needed or not
User interface – content
Dropdown
- for selection
- single-line or multiple options
- can include images
Radio button
- for selection
- only one option allowed
Checkbox
- vertical arrangement preferred
- select one or more options
- can be one or multiple columns
Toggle
- select between 2 states
- 1 state is required
Date & time picker
- select date and time
- calendar dropdown
Grids
- improve readability and accessibility
- better collaboration
Monetization & gamification
Monetization
- any practice or business model that brings money to an app
Why monetize?
- creating, maintaining, and operating platforms requires time, energy, and resources
- revenue helps sustain and grow the platform
Monetization types
- user interaction (ads, remove ads, subscriptions, pay-per-use, freemium)
- active purchase (affiliate marketing, sales, microtransactions, in-app purchases)
- intellectual property (licensing)
- others (sponsorship, donations, data)
Freemium
- users sign up for free, then pay for extra features
- try first, pay later if needed
Gamification
What is gamification?
- the use of game elements in non-game contexts to motivate people and increase engagement
- used in education, marketing, business, and more
Game elements
- customization
- levels
- experience
- statistics
- leaderboards
- achievements
- medals
Octalysis of gamification
Epic meaning & calling
- being part of something bigger
- community building, volunteering, beginner’s luck, inner talent
Development & accomplishment
- progress
- skill development
- overcoming challenges
Empowerment & creative feedback
- trial and error
- exploration
- feedback loops
Ownership & possession
- accumulating wealth
- improving digital identity
- collections
Social influence, relatedness & envy
- acceptance and belonging
- competition and envy
- mentorship and companionship
- nostalgia and memories
Impatience & scarcity
- waiting for something unavailable
- limited access, premium content
- membership, exclusivity, luxury
- paid shortcuts
Unpredictability & curiosity
- uncertainty about outcomes
- randomness
- gambling and risk
Loss & avoidance
- fear of losing investment
- perceived value of time and effort
- emphasizing negative consequences
- FOMO
Intrinsic vs extrinsic
- extrinsic: enjoying the reward
- intrinsic: enjoying the action
Week 14
Portfolio
Modular
- pack in advance
- pack only what u need
- keep ur valuables safe
Outcome first
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 already know the theory
- show that u can apply it
Highs & lows
No smooth ride
- what difficulties did u encounter
- explain what u tried
- show what didn’t work and what did
Storytelling
- detail the context, the challenges, and the outcome
Real work
Show dirty work
- show the quantity of research and sketches
- before vs after
Show your own work
- what was your role?
- what were u in charge of?
- copying is fine for training only
- credit everyone
- show critical thinking
- AI doesn’t count (yet)
Growth
Portfolio is where u were
- a snapshot of your past
- it shows your growth
- helps others see u
It keeps evolving
- update it as soon as possible
- phase out old content
- always show your best work
INSTRUCTION
<iframe src="https://drive.google.com/file/d/1gtSS1J2lpWLbJweA-_xDrukA2R3HCXo9/preview" width="640" height="480" allow="autoplay"></iframe>
TASK
UI kit
High Fidelity prototype
Presentation slides
REFLECTIONS
I learned a lot from this module, from how to make a better prototype, how to utilize Figma more, and how to understand users' preferences through deeper research. To be honest, I've been using the lectures from this module and applying them to other modules, especially when conducting user testing, and it has been really helpful in completing my work. This is also thanks to Mr. Sylvain, who taught me the module and showed real examples, which made it easier for me to understand and learn better.
I know how hard it is to make an application or website, but after trying to design one myself, I realized just how difficult it really is (lol). Even with tons of references, it is still challenging to create something that I genuinely like, and this has increased my respect for professionals in this field.
At the end of the day, I'm quite satisfied with my work and the knowledge I gained from this module. Now that I know how to utilize Figma better and have a clearer idea on how to create a better projects in the future, I will refer back to this project and compare it later to see my growth.



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