User Scenario

  1. Who will be using your X?

The users for the app will be Western Sydney University Students who catch the shuttle buses at any WSU campus.

2. How will users use your X?

The users will download the application from apple app store, the users will have a selection of the WSU campuses, from there the user will given a timetable with active map with approx.. times.

3. Where will they use it?

The users will most likely be located at a campus when using the application. The students will be using it before/after a class. The student could also be using it at home when preparing for their day. Eg. taking in factors for their day of travel.

4. Why will they use it?

The students will use the app to get an understanding of what times the buses are arriving and leaving and also know whether or to walk/ride a bike to the destination/next campus.

2. What does the X need to do?

The app will serve as a central point to lead the user to times for shuttle buses for their WSU campus. The app will inform the students with a timetable, live map and also with information for alternative ways of transport such as walking or riding a bike.

  • Features:
  • – provides real-time timetable
  • – active map of the buses
  • – approx. times
  • – location of the campuses
  • – Other alternatives such as walk/bike
  • – No log-in Page
  • – Rating System

User Scenario:

Lisa is a Western Sydney Student who has just finished a class, she knows she needs to be at Parramatta Station at 3:30 for the train, so she has time to catch her bus from Penrith at 4:10 to get home. As she approves the front of the EA building, she notices a giant line that runs for 100m for the bus with no buses waiting. She checks the app to see where the nearest bus is and what time the next few buses are coming. This gives her time and an idea whether it’s faster to walk to the Parramatta city campus or wait it out for the bus to get to the train on time.

Lecture 4

Understanding the Device

“If you want to understand the smartphone, you need to use the smartphone.” If you’re building an app for iOS you need to use and explore with an iPhone to gain an understanding on how the phone works.

  • First 5 seconds of a new phone – Apple users are learning the basics
  • 1. The screen is touch based
  • 2. User interface elements are touch based
  • 3. The user will need to use fluid gestures such as touch and swipe to engage the user interface elements
  • 4. The hardware buttons are secondary to the touch experience

GESTURES:

 “The Tap” – The pressure on the glass to contact the screen to open an app or object.

“The Drag” – the movement on the screen, an example is the slide open button the phone or the dragging an app.

“The Flick” – less movement, quicker movement

“The Swipe” – Used for menus and photos. A controlled and faster drag.

“The Pinch” – Zoom in & out on photos and maps

Random Gestures include the shake function

Part 2 UI –iOS Anatomy

  • Random Gestures include the shake function
  • Navigation bar – The top of the screen (actions buttons such as back)
  • Tab bar – the bottom nav bar (example: Facebook – news feed, messages)
  • Action Menu – AirDrop, share buttons, print etc.
  • Alert
  • Segmented control
  • Map view
  • The Tool Bar – Supports the current view and page (example: safari)
  • Screen Sizes
  • Inputs – Sliders and switch (Brightness)
  • The Keyboard
  • Pickers and Date Pickers

Summary: This weeks’ lecture focuses on the gestures and the simple understanding of the device you’re using. I learnt the first few seconds is important to capture the user. So you want to provide a simple experience so that you don’t scare the users off. This lecture was great for my app development in terms of using gestures such as swiping and the flick for a greater experience for your audience. I will be using these gesture to improve my app flow.

Lecture 3

Summary: This article went over the most important aspect during the process of creating an application for the mobile. After reading the article, I gained an understanding on how to maintain an app, the different stages of development, the visual approach and why it’s all needed to produce an useable app that is effective. Every single aspect is key while building as it all links together to get the app working smoothly and successfully.

https://www.smashingmagazine.com/2016/11/what-everyone-should-know-about-the-process-behind-app-design/

Lecture 2

Week 2: App Design and Development Process

New Devices such as apple watches are now new challenges for designers to learn this medium and how to work with features within this technology. Compared to print design which was a major field in graphic design where most designers only focuses on this style.

Apple 90s vs Apple Now (Top Links)

Change the Way You Work:

Most designers are should start with drawing the designs and ideas on a piece of paper. Drawing gets straight to the point.

  1. Mobile
  2. Tablet
  3. Laptop
  4. Desktop

Understand Development

Use a variety of operating Systems

Get close to all devices. Never work on just one style of device such as iOS. Working on Android and Windows phones allows you to create an app that works and gets the message across.

Prototype Everything & Prototypes can start with a simple piece of wood.

Summary: The important aspect I’ve received from this weeks’ lecture was to plan out and sketch out my ideas when starting my app process. Sometimes it’s best to get a better feel for the app on a piece of paper and write out your plans for the next steps. Also to always work on the device you’re creating for, for example use the iPhone to get familiar with the iOS feature so you can create the best app possible to your ability.

Lecture 1

App:

Application

Web App (html 5) – Responsive Web Design – small screens/touch

  • Multi-Platform, Web UI/UX, Inferior Performance

Hybrid App – Elements of both native and web apps

  • Multi-Platform, Hybrid UI/UX, Requires Coding

Native App – run directly on a mobile device (run in a mobile device) Eg. Photoshop

  • Single Platform, Native, Rich UI/UX, Lengthy & Costly

Research shows mobile use is extremely important when dealing with brands/issues.

55% say a poor app experience will lead to a negative effect on the brand.

(Web App) HTML:

Pros:

  • A quick option for making existing content available via a mobile device
  • Only needs to be built once and would be usable for every device

Cons:

  • User experience inferior
  • Performance inferior
  • It’s an app world

Hybrid:

Pros:

  • A mobile app built with HTML5 gives you the ‘space’ on a user’s phone that can be used to bridge some of the gaps between native apps and a mobile website
  • HTML5 or hybrid (wrapped) apps attractive for internal teams that have web skills

Cons:

  • Low/no bandwidth an issue
  • No unique mobile functions

Native:

Pros:

  • UI and UX smooth and engaging
  • Device capabilities optimised
  • Faster load times compared to web apps
  • Robust performance in online or offline mode
  • Better discoverability and brand image
  • Superior security compared to HTML5

Cons:

  • Require development for each mobile platform
  • Expensive!

6 Basic Apps:

  1. Utilities
  2. Entertainment
  3. Games
  4. News
  5. Productivity
  6. Social Networking

Important elements in app design:

  1. Users expect familiar user interface controls
  2. Touch input and gesture controls
  3. High resolution is key
  4. mobiles are used in short bursts
  5. The screen red estate is small
  6. Context is everything
  7. Wire framing is essential 

Summary/Key Notes: This week’s lecture focuses on the importance and the basics of application design. It was great to learn the pros and cons early on in this subject, so that I don’t face these problems later in the semester. Overall, this lecture was great as it refreshed my understanding of the different style of applications such as a web app (html 5), hybrid & native which I learnt last year, and the important elements every app should have.

Introduce Yourself (Example Post)

This is an example post, originally published as part of Blogging University. Enroll in one of our ten programs, and start your blog right.

You’re going to publish a post today. Don’t worry about how your blog looks. Don’t worry if you haven’t given it a name yet, or you’re feeling overwhelmed. Just click the “New Post” button, and tell us why you’re here.

Why do this?

  • Because it gives new readers context. What are you about? Why should they read your blog?
  • Because it will help you focus you own ideas about your blog and what you’d like to do with it.

The post can be short or long, a personal intro to your life or a bloggy mission statement, a manifesto for the future or a simple outline of your the types of things you hope to publish.

To help you get started, here are a few questions:

  • Why are you blogging publicly, rather than keeping a personal journal?
  • What topics do you think you’ll write about?
  • Who would you love to connect with via your blog?
  • If you blog successfully throughout the next year, what would you hope to have accomplished?

You’re not locked into any of this; one of the wonderful things about blogs is how they constantly evolve as we learn, grow, and interact with one another — but it’s good to know where and why you started, and articulating your goals may just give you a few other post ideas.

Can’t think how to get started? Just write the first thing that pops into your head. Anne Lamott, author of a book on writing we love, says that you need to give yourself permission to write a “crappy first draft”. Anne makes a great point — just start writing, and worry about editing it later.

When you’re ready to publish, give your post three to five tags that describe your blog’s focus — writing, photography, fiction, parenting, food, cars, movies, sports, whatever. These tags will help others who care about your topics find you in the Reader. Make sure one of the tags is “zerotohero,” so other new bloggers can find you, too.

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