APPLICATION DESIGN 1 - PROJECT 4: HIGH FIDELITY APP PROTOTYPE

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

Madeline Ordelia Tjahjadi (0376920)

Bachelor of Design in Creative Media

Project 4: High Fidelity App Prototype 


Table Of Contents



1. Lectures

Week 13 (17/12/2025)
Monetization & Gamification

Monetization
Any practice that bring money to our app. We do monetize to create revenue in order to let it sustain or grow
Example:
User interaction
- Advertising
- Subscription
- Remove ads
- Freemium

Active purchase
- Sales
- Affiliate marketing
- In-app purchases

Intellectual property
- Licensing

Other
- Sponsors
- Donation

Gamification
Use of game element in non game contexts, it can be used in education, marketing, business, and other fields
Example:
- Development and accomplishment (extrinsic)
- Empowerment & Creative feedback (intrinsic)
- Ownership & Possesion (extrinsic)
- Social Influence relatedness & Envy (intrinsic) --> competition
- Unpredictability & Curiosity (intrinsic) --> only under some circumstances, it allowed 
- Loss & Avoidance (middle)

2. Instruction



3. Project 4

After the user testing phase for the lo-fi prototype in Task 3, several adjustments were made to strengthen the User-Centered Design approach. The results identified specific visibility and accessibility issues, such as font size were too small for clear readability, and the back button was difficult to tap due to their small size and how close the button to the screen edges.

Figure 3.1: User testing problem.

To address these issues, I increased the font size on problematic page, which is "More Info" screen. I also widened the page margins to ensure the "Back" button easier for users to trigger.

Figure 3.2: More info page after adjustments.

Once the lo-fi layout was finalized, I start the hi-fi stage. This involved adding the company color palette, logo and imagery. Additionally, I change the once static elements into functional components.

Figure 3.3: Color palette and typeface used.

Figure 3.4: Functional components.

Figure 3.5: Overall design in figma.

The UI kit for the app:
Figure 3.6: Buttons.

Figure 3.7: Icons

Figure 3.8: Progress bar.

Figure 3.9: Confirmation icon.

Utilizing these UI Kits made me realize that the icons were inconsistent. By compiling all the icons i used, I was able to refine them into a consistent set.

In some of the pages, I also have frames that will pop out as an overlay, such as filters, calendar, and overall seat layout. 

Figure 3.10: Overlay frames.

During the development of the hi-fi design, Mr Slyvain told us to add monetization and gamification elements, so I add these features into the homepage. 

For monetization, I chose to implement advertisements as a main revenue stream. To make it effective, I integrated them alongside the movie poster banners at the top of the screen. This strategic placement ensures the ads are visible to users without disrupting the overall navigation experience. 

Figure 3.11: Monetization feature.

For gamification, I implemented a points system and tiers. When users buying tickets through the app, they earn points that contribute to their overall ranking. As their total points increase, their profile tier upgrades accordingly. This system rewards user loyalty by providing exclusive benefits, such as free popcorn and discount voucher. 

Figure 3.12: Gamification feature.

After I have finished with the hi-fi prototype, I record the video walkthrough of the Happy path + extra features. Video walkthrough: https://drive.google.com/file/d/18qzwltM_Yvh4bBdzsYmsB28AZAt809bw/view?usp=sharing

Presentation slides for Task 4 - Hi-fi Prototype:

In case of an error in Canva, below is the PDF:



4. Feedback

Week 13
This week he told us to add monetization and gamification in our app

5. Reflection

This is the final task of the module. Over the past 14 weeks, I have learned a lot, which has allowed me to complete the final high-fidelity (hi-fi) prototype. I never imagined that developing an app would require such extensive research, in fact, this is the most research-intensive design module i have ever undertaken. 

Through this process, I have learned that app design requires a systematic, step by step approach, from deep research and iterative testing to the final outcome. I also found this module to be very well-organized, with clear objectives for every task. I am grateful to Mr. Slyvain for his guidance throughout the semester, his feedbacks were essential to my improvement. Lastly, I hope in the future, I can create a better app with improved knowledge. 

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