Sunday 5 May 2019

SB2: App Development

(artboards)

(how it works)

After deciding to change the direction of my app, this is the current development process that I am in right now. 

Design

Design wise the aesthetic of the app completely changed from the coloured gradient. I realised that maybe have a simple monochromatic background would make the content stand out more and does not distract the audience, especially when the prototype transitions to the apps functions. 

The type that I used is also quit simplistic and modern at the same time. It's quite sleek but not too sharp which makes it look quite playful and approachable which I think is appropriate for an informative but funny/ironic app. I think it's also a typeface which my target audience would like to read and would be entice for them to keep reading on. I also constricted my use of the type family to two styles: Transat Text Medium and Transat Text Light Oblique and with type sizes constricted to three sizes: Title (49 pt.), Body Text (24 pt and 20 pt). I think that by using a limited set of type and styles within the type family has made the app very consistent and easy to follow along as there's a strict and recognisable pattern to the hierarchy of information. In addition, I have particularly, used the italic style in order to put emphasis on certain words to project a different tone of voice to the audience especially as the phrases were written as if they were spoken; and i wanted to portray this using stylised type. I also added some images to evoke more emotions for some phrases making them more effective and engaging, especially with images that the target audience can relate with better and evoke the same expression that i'm trying to get from the audience making it more relatable as well. 

Features
  • Splash Screen - From my research most apps have a splash screen which evokes a similar tone to the 'slot machine' feature that app designers imply in there designs. It's effective in making audience expect something when they open the app. I added this feature in the design as I wanted to create a similar tone with making the audience anticipate what they're going to read. I thought it'd be more effective as well when accompanied with a question along with the title (The Attention Economy) which is (are you trapped in social media?) to already make them anticipate something about social media but they don't exactly know what specifics). 
  • Drag Motion - For most of the 'informative' part of the design where the audience have to read I used the drag motion as I thought it mimics how reading a book would feel like and flowed better with human touches on touch screens. 
  • Tap Motion - I thought of giving the drag and tap motion distinct difference by only using the tap motion for the app prototype simulations. Doing this not only mimics the motions used for the actual apps but also indicates to the audience the different ways of taking in information as they are absorbing information by reading with the drag motion but they become more active and physical when in comes to using the tap motion
  • Narrative style - The writing content has been written in a quite narrative and casual style to appeal and to be in the same level to the target demographic. It also sounds more approachable which I thought would be effective in making the audience properly invested in the app and absorb the content better. 
  • Some Interactive features - Through the narrative I also added some interactive features such as the 'social media colour feature' (*Spending lots of time online, you can probably tell which blue is for which app) where the audience can 'confirm' or 'correct' themselves whether or not they actually which colour is for which social media. Having this interactivity well give the information a more impactful outcome as it either question or confirm the audiences' initial thought and answer, making it more personal to them. I've used this multiple times in the design making it really consistent and continually addressing the audience to make it more personal and affect them in some type of way. 
  • Addictive features - From my research I've found that there are certain app design features which makes apps more addictive and increases tine displacement on them. I've aded features such as:
    • Infinite scrolling - Feature which allows users to endlessly go through content making them spend hours on the app without realising.
    • The 'slot machine' technique or 'loading bar' - This mimics the slot machine logic of having the anticipation of getting rewarded with something unexpected every time making it exciting and intriguing every time a users drag this bars new content arose each time. 
    • Notification - Notification sounds, images, alerts which automatically make users check their phone and eventually make them stay using it for a prolonged period of time. 
    • 'Like' button - Gives users confirmation that they're doing something right, acceptance in society, dopamine, which may make them want to post more in order to constantly get the same reaction.
    • Multiple accounts - Allows users to tailor their content, activity etc. on each account. Allows them to have multiple identities which they can use in various ways.
    • Filters - Allows users to edit photos or content making it look more aesthetically pleasing when posted. Makes them feel more creative and feel like their content has become more pleasing to look.
    • Automatic video play - Less navigation for users, makes them feel lazy but also makes them continue absorbing content on end as it's automatically done for them. 
*I presented these features in very engaging and interactive ways by prototyping how they are used in certain apps, particularly Instagram and Youtube (as I've found through my survey that these apps where the ones used by my target demographic). I've not only prototype how they are being used but I've integrated them into the written content in a more suggestive way that it makes the audience their purpose and how they are affected by it, through asking a question revolving the feature or using phrases which makes them aware of the action that they are doing.

Thoughts & Reflection:

I think that the design should be effective in spreading awareness towards the features that make young adults addictive and procrastinate on social media app, as it literally shows them the features, as they might not be ware that they actually are part of a design strategy to keep them wanting to use these apps. In addition, I also think that as I because I used a more direct and narrative approach that it kind of become quite comical and ironic, as it's an app which makes you not want to use apps, which I think may be effective as the satiric aspect makes it more impactful and worth reading more. 

Although, I did have some struggles as to how I should end the app, Jocel suggested it should be a bit 'self destructing' as the point is to make audiences stop using social media it should suggest at the end to delete the app or stop using you phone altogether. I thought this would be effective therefore I implemented it on the design.

In order to see if the design is effective, I'm planning on testing in on some peers to see what they think about it and how it affects them, content wise and navigation wise to see if I should make further changes for my final outcome.

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