Application Design | Project 4: High Fidelity App Prototype
10
Dec
2025
-
31
Dec
2025
(Week
12-14/15)
Justin
Cleon
(0375523)
Application
Design | Project 4: High
Fidelity App Prototype
Table
of
Contects
1.
Instructions
2. Lectures
Lecture
13
:
Monetization
&
Gamification
What
is
Monetization?
Any
practice
or
business
models
that
brings
money
to
our
app.
Why
Monetize?
• Creating,
maintaining,
and
operating
platforms
requires
time,
energy,
and
resources
• Revenue
helps
sustain
and
grow
the
platform
Monetization
Types
• User
interaction
(ads,
remove
ads,
subscriptions,
pay-per-use,
freemium)
• Active
purchases
(affiliate
marketing,
sales,
microtransactions,
in-app
purchases)
• Intellectual
property
(licensing)
• Others
(sponsorship,
donations,
data)
What
is
Gamification?
The
use
of
game
elements
in
non-game
contexts
to
motivate
people
and
increase
engagement,
it
can
be
used
in
education,
marketing,
business,
and
more.
Examples:
• Development
&
accomplishment
• Empowerment
&
creative
feedback
• Ownership
&
possession
• Social
influence
relatedness
&
envy
(competition)
• Unpredictability
&
curiosity
(only
under
some
circumstances,
it
is
allowed)
• Loss
&
avoidance
(middle)
Game
Elements
• Customization
• Levels
• Experience
• Statistics
• Leaderboards
• Achievements
• Medals
Lecture
14
:
Portofolio
Most
people
will
probably
hire
you
not
for
your
technical
skills,
but
rather
for
your
attitude
in
the
workplace.
What
you
do
in
class
will
reflect
who
you
are
in
the
industry.
With
a
good
attitude,
people
will
be
more
likely
to
train
you,
even
from
scratch.
Considering
your
target
market
is
crucial
when
presenting
to
clients,
understanding
their
needs
and
why
they
need
you
on
their
team.
What
you
have
in
your
portfolio
will
be
what
they
expect
from
you.
Your
resume
should
be
ATS
(Applicant
Tracking
System)
friendly.
When
a
company
is
hiring
for
jobs:
The
HR
department
will
analyze
your
resume
and
determine
whether
it's
worthy
of
further
consideration.
The
team
will
then
consider
your
skills,
accomplishments,
and
field
of
work.
The
hiring
manager
will
also
look
at
your
strengths,
how
you've
learned
through
your
portfolio,
and
how
you
will
l
fit
into
their
team.
Clear
storytelling
and
communication
skills
are
crucial
in
presenting
yourself.
Do
not
give
yourself
star
ratings
in
your
portfolio.
You
can
compare
your
skills
(e.g.,
stronger
in
graphic
design
than
UI/UX,
etc.),
but
don't
rate
yourself,
as
you
are
not
the
best
person
to
judge
yourself.
Portofolio
Content
Structure
Intro
What
is
the
project
about,
how
long
will
it
take,
under
what
circumstances,
who
is
working
on
it,
and
what
parts
are
you
responsible
for?
What
format
will
it
be
in
(app,
website,
etc.),
what
will
it
do,
who
will
use
it,
and
how
will
it
help
them?
Context
Why
is
this
project
really
important?
Include
where
we're
using
the
product,
what
it's
trying
to
solve,
and
the
stakes
and
challenges.
Specs
Describe
the
tools
you
used
to
create
the
product
and
their
limitations.
Don't
forget
to
include
a
timeframe,
as
projects
and
design
tools
can
quickly
become
outdated.
Demo
How
it
works,
how
it
looks,
how
it
moves
(important),
and
how
people
use
it.
Features
Describe
all
its
functions,
highlight
the
key
features
that
stand
out
(the
best
parts
of
the
project).
Compare
it
with
other
options,
supported
by
data.
Choices
Explain
the
rationale
behind
your
choices
(e.g.,
font,
color,
etc.).
Compare
the
options,
why
did
you
choose
them?
How
did
you
decide,
what
they
do,
and
what
was
affected
by
the
choice,
along
with
any
testing
you
did
(what
ultimately
worked,
what
didn't).
Results
Describe
the
success
metrics,
the
impact,
and
the
before-and-after
comparisons.
Also,
note
the
project
timeline
(at
what
point
you
stopped
working
on
the
project,
and
explain
what
would
happen
next
if
the
project
were
to
be
reinstated).
CTA
See
the
full
story,
how
to
contact
the
author,
and
download
the
project
files.
Don't
keep
them
waiting
indefinitely!
What
do
you
(the
designer)
want
from
them
(the
client)?
3. Project 4
Class
Exercises:
Usability Testing
with Classmates
Some
feedback
I gained
from my
classmates:
• The
layout
design
is
really
good
• The
dark
mode
feature
it
will
be
better
• Create a
different
design
and
color
for the
button
(call-to-action)
compared
to the
regular
design
4.
Reflection
With this, we have completed the study in this module for 14 weeks. I learned a lot and it was quite a long journey to develop the application starting from intensive and in-depth research and repeated testing to get maximum results. In addition, Mr. Sylvain provides a lot of input and consistently connects what is taught to practices that occur in real industry. He also applies the principles he has taught so far to his own work. Through this, I am inspired to find the relevance of what we do and complete future tasks better. Two things that really stuck with me were the first being the importance of having a good attitude while working, because what we do in class reflects who we will be in the industry. With a good attitude, people are more likely to be willing to train you, even if you are less professional on the technical side. And secondly, I applaud Sylvain for continuing to teach in class and provide literacy lessons, even on New Year's Eve. Compared to other modules, perhaps some other lectures no longer provide literacy material due to preparations for the New Year Countdown event.
My only regret in this module was the lack of proper time management skills, which caused me to fall behind in project progress and prevented me from asking for timely feedback. I hope that in the next modules, I can improve my time management significantly, because this is a bad habit that I should not continue, and will affect everything I do in the future.
In closing, I would like to express my deepest gratitude to Mr. Sylvain for his patience in guiding us over the past 14 weeks. Hopefully in the future I can meet Mr. Sylvain or maybe there will be a module that will meet Mr. Sylvain, I hope :).


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