Colour Creations: User Scenario

User scenario for my app, Colour Creations.

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sam

Sam is in a dilemma. Sam needs a new set of colours for a client’s project. The client is hassling him, so he needs a quick fix. A friend told him about ‘Colour Creations’. So Sam downloads the app onto his smartphone. He has two options, upload a photograph from his gallery or take a photo. He decides the quickest route would be to use a photograph from his gallery. He selects a photo. Colour Creations now generates a colour palette for him. However, Sam isn’t entirely satisfied with the combinations. So he touches the refresh icon to generate a new set of colours. Happy with the outcome, he moves on to the next step. Sam has the option of altering each colour manually. Though, Sam decides there’s no need as he is happy with the 5 colours. Once finalised, he can now save the palette in either CMYK or RGB values.

Lecture Two: App Design and Development

Lecture Notes: Week 2

interaction_designer

Things to consider before and during any design process:

  1. Change the way you work

Begin with your idea. Conduct research and gather data to analyse and start with your project. Produce sketches and make mental and physical notes and mind maps of all the information. The next step is to begin with your project. Create wireframes and prototypes to visualise the outcome of your project. The final step, test your project. With the finished prototype/s, allow test subjects to experience your work and you as the designer can receive a first-hand examination of any problems and/or positives of your work.

2. Mobile First

Produce your design project to accommodate mobile phones. This allows you to prioritise the user experience (UX) and user interface (UI) for mobiles. Once the mobile aspect of the project is completed, it becomes easier to adapt and alter your designs for larger screens.

3. Understand Development

It is important to work collaboratively with the entire design/development team in order to generate a high quality and effective outcome. Learning the jargon of other fields you’re working with allows you as the designer to fully understand the scope of progress.

4. Use a variety of Operating Systems

Having access and familiarising yourself with the various operating systems makes your design development and app creation much simpler. Understanding how they work along with identifying the similarities and differences between them allows you to experience what the user may experience, which may make the final product more efficient and effective.

5. Prototype Everything

Constructing a prototype allows you as the designer to evaluate the positives and negatives your app may have. The endless amount of time you’ve spent planning your app may not actually be the outcome across all platforms, thus prototyping will help you identify any functional or aesthetic problems you may encounter on the various devices your project is running on, where you would then find and attempt potential solutions.

6. Apps are Never Finished 

With technology advancing quickly, ensuring the user has the best possible experience with any device has become increasingly important. Thus, upgrading the app in any beneficial way is essential and possible at any point in time.

Image Source:

(n.d.). Unknown [Digital Illustration]. Retrieved March 8, 2017, from, https://www.mockplus.com/blog/post/stepbystep-guide-become-an-excellent-interaction-designer

Lecture One: Introduction to App Design

Lecture Notes: Week One

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  • Apps are a type of software, designed to perform specific functions the user may need. For instance, a calculator, compass or weather prediction.
  • Three types of apps include: HTML 5, Native and Hybrid. 
  • HTML 5 responsive web design that combines HTML, CSS and JavaScript coding. Often named “write-once-run anywhere.
  • Native – runs directly on the mobile device and developed specifically for an operating system, i.e. what may work for the IOS may not work for Android, therefore coding is altered to ensure smooth running of the app on that particular device.
  •  Hybrid – combines elements of Native and HTML 5. Primarily built using HTML 5 and JavaScript, however access to Native features such as the aesthetics and offline operation is possible.
  • Pros of HTML 5 include being able to quickly transform any website to be made available on a mobile device while maintaining user friendly features. The best part, all the coding only needs to be done once. However, there are cons which include, poor user experience as well as poor performance. There is also no possibility of accessing the in-built features a smartphone has, such as the camera, calendar etc., from within the app.
  • Pros of Native consist of the User Interface (UI) and User Experience (UX) running smoothly along with fast loading, powerful performance both offline and online, easier discovery on the systems store and is deemed much more private and secure than HTML 5. Cons are Native app creation is the most costly and time consuming as developers need to create coding for both IOS and Android as it is non-transferable.
  • Pros of Hybrid include the ability to operate like a HTML 5 webpage but similarly operates and aesthetically looks like a Native app. Cons include slower performance.
  • When designing an app the following should be considered:
    • The UI needs to be familiar to the user and designed with the intent of being used through touch gestures.
    • The resolution of the device must always be considered, time is important as you have a short amount of time to get the information across to the user, therefore the simpler the better.
    • Screen space is limited, thus the elements of the app need to maintain their readability with compromising space.
    • Context is important, understand what your audience want by conducting research and testing prototypes etc.
    • Wireframes are vital before producing any project as you get a sense what the app may look like prior to its completion along with deciding if any alterations need to be made.

Image source:

Telerik. (n.d). Unknown [Digital Illustration]. Retrieved March 8, 2017, from, http://venturebeat.com/2013/11/20/html5-vs-native-vs-hybrid-mobile-apps-3500-developers-say-all-three-please/