Application Design - Final Task
24/9/2025-Ending Week
FENG SHIWEN / 0374595
Bachelor of Design in Creative Media
Taylor's University
TABLE OF CONTENTS
INSTRUCTIONS
Final Task:
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?
4. 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!
5. 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?
TASK
Final Presentation :
REFLECTION
Looking back on this project over the semester, one of my biggest takeaways is that design is not something that becomes clear at the very beginning. Instead, clarity often comes through the process of making, testing, and revising. At the start, I focused more on features and visual layout—thinking about what elements should be included and how the interface should look.
Throughout the process, I went through a lot of trial and error. Some design decisions that seemed reasonable at first turned out to be unnecessary or distracting when placed in the full user flow. Other elements only started to feel right after several rounds of adjustment. Although this was sometimes frustrating, these iterations helped me develop a much clearer understanding of hierarchy, priority, and consistency in UI/UX design, beyond just theoretical knowledge.
I also became more aware that real-world products are constantly evolving. During the semester, the official Xbox mobile app itself received updates, which made me realize that design is not about creating a fixed or “perfect” version. Instead, it is an ongoing process of balancing constraints, changes, and design intentions. Rather than aiming for a complete replication, this project encouraged me to focus more on the design logic behind the interface.


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