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

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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