Application Design I / Task 4 : Final Project

9/12/2025 -  31/12/2025 (Week 12 - 14)

Rachel Ng Jie Ting / 0378902

Bachelors of  design (Honours) in creative media

Application Design I / Task 4 : Final Project 


Table of content

Lectures

Lecture 12: Gamification and Monetization in apps

Lecture 13: Your Portfolio


Instructions

Task 4 : Final Project


Feedback

Reflections



Lectures

Lecture 12: Gamification and Monetization in apps

What is Gamification?

This is the practice of adding game-like elements to non-game apps (like fitness, banking, or learning apps) to make them more engaging.

  • Points & Levels: Earning "XP" or moving from "Bronze" to "Gold" to show progress.
  • Badges: Digital trophies for hitting milestones.
  • Leaderboards: Showing how you rank against friends or global users to spark competition.
  • Streaks: Encouraging you to use the app every single day (like the Duolingo owl).
  • Progress Bars: Visually showing how close you are to finishing a profile or a course.

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What is Monetization?

This refers to the different business models apps use to generate revenue.

  • Advertisements: Showing banners, videos, or "rewarded ads" (where you watch a video to get a free life/item).
  • In-App Purchases (IAP): Selling digital goods, like "gems," extra lives, or special filters.
  • Subscriptions: Charging a recurring fee (monthly/yearly) for premium access (e.g., Spotify or Netflix).
  • Freemium: Offering the basic app for free but charging for "Pro" features.
  • Paid Apps: A one-time fee you pay upfront to download the app from the store.


                                                                                                                        


Lecture 13: Your Portfolio

What is a Portfolio?

A portfolio is a collection of your work shows your skills, process, and experience. It is mainly used for:

  • Job applications
  • Internships
  • University/module assessments
  • Freelance work

Common in design, creative media, UI/UX, animation, games

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Purpose of a Portfolio

  • Demonstrate what you can do (skills & tools)
  • Show how you think and solve problems
  • Highlight your design process, not just final outcomes
  • Present your personal style and strengths

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Content of a Portfolio

1. Intro

  • Project title
  • Short one-line summary
  • What the project is about
  • Your role in the project

2. Context

  • Background of the project
  • Why this project was done
  • Problem or motivation
  • Target users or scenario

3.Specs

  • Tools used (Figma, Illustrator, etc.)
  • Platform (Mobile / Web)
  • Duration / timeline
  • Individual or group project

4.Demo

  • Screenshots or mockups
  • Prototype link (if any)
  • Short walkthrough of how it works
  • Key screens shown

5.Features

  • Main features of the app/product
  • Short explanation for each feature
  • Focus on user benefits
  • What makes it useful

6.Choices

  • Design decisions made
  • Why certain layouts, colours, or features were chosen
  • Trade-offs or constraints
  • How user feedback influenced decisions

7.Results

  • Final outcome
  • What worked well
  • Improvements from the original version
  • What you learned from the project

8.CTA (Contact The Author)

  • Call to action (e.g. “Let’s work together”)
  • Email address
  • Portfolio / LinkedIn link
  • Invitation for feedback or collaboration



Instructions


Module Information Booklet


Task 4 : Final Project (40%)

After revising their Low-Fidelity prototype, students are required to start integrating the app visual design. With all the information gathered from Task 2 and 3, Students should be on track on the App design direction and can start designing the artistic aspects of the app. This includes : 

a) App Logo and Icon 
b) Navigation icon design 
c) Screen design 
d) Content element design 
e) Loading indicator 
f) Interactions and micro interactions. 
g) Animation 
h) Screen transition 

Students are required to arrange the design element into Adobe XD and have them linked up properly and viewable on the mobile devices. Students are then required make a slides detailing their journey in task 4.

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Final presentation slides



Figma Workspace


Fig 1.2 - Figma workspace, week 14, (4/1/2026) 



Figma High Fidelity Prototype (Click to Try prototype)


Fig 1.3 - Figma High Fidelity Prototype, week 14, (4/1/2026) 





Feedback

Week 13 - No Feedback


Week 14 - No Feedback




Reflections

I found redesigning the sticker maker app interesting and fun, especially since it was a new experience for me. Over the 14 weeks, I learned how to analyse the original app, identify its problems, and think about which features could be improved or added. I also learned how to conduct interviews to gather user opinions, which helped me better understand the app from a user’s point of view.


Through this module, I gained a better understanding of proper app design and UI/UX processes, including planning layouts and organising a simple but consistent UI kit. While my UI kit is still quite basic, it helped me understand the importance of consistency in design.


At this point, I think the app works quite well, with no major features to add. However, adding more sticker editing tools on the sticker creation page could further improve the experience. Overall, I’ve learned a lot from this module, and I hope these skills stay with me and can be applied in future projects.



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