Show & Tell

izzy's playlists!
we're not kids anymore.

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Today's Document
let's talk about Bridgerton tea, my ask is open
Sweet Seals For You, Always
macklin celebrini has autism
Game of Thrones Daily
KIROKAZE
noise dept.
Keni

JBB: An Artblog!
Mike Driver
Xuebing Du
hello vonnie

blake kathryn

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Cosmic Funnies
cherry valley forever
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@fionabroatch
Usability Testing Analysis
The single menu button from which the navigation pops up was the most problematic thing that came up during my usability testing. What started out as a relatively arbitrary decision ended up a two solutions: either do away with the pop-up nav and have all items on screen all the time, or have a tutorial explaining how the use the app when it is first downloaded (if a tutorial is needed, a link to it should probably go in the settings, just to have as reference). There was also some very small text that needs to be resolved. More icons to differentiate the pages with similar structures was also a suggestion I received.
The other issues were more conceptual: what is the difference between activity and challenges? And how to keep people accountable (not cheating) when logging activity? Possibly limit the number of challenges a person can do per week.
Some wire frames.
Tentative sitemap.
Skeuomorphism vs. Flat + Thin Design
The trend toward flat design is undeniable and omnipresent. With the release of iOS 7, textures and dimensions took a significant blow. This, as the two articles argued is neither wholly good nor bad. In many instances, we are inundated with information, too much for us to possibly ingest and interpret. That is when flat design comes into its own--visual content is removed to make room for actual data and important information. Twitter’s app is an example of this, though perhaps and imperfect one. On a phone screen, less is more in terms of visual content, and focus on the written (typed?) content of a tweet is vital. Skeuomorphism on the other hand is a well established way of conveying how something functions to a very large user base. The example given in the article is the trash can as a metaphor for deleting files, obvious and logical. It is also an easier way of evoking a feeling through imagery we already have associations with.
Instagram is an instance where both of these design ideologies coexist. You first encounter the app icon, which has textures and shadows and 3d elements, all of which help to invoke the physical feeling of a vintage instant camera. The app itself is very much flat, in keeping with Apple’s current iOS design (I have no idea if the same goes for Android). I think the flat design functions well here due to the fact that photos are so detail and information heavy. Gradients and drop shadows and extraneous text would all compete for your attention if they were used. Instead the photo is allowed to take precedence. Both design approaches keep the app social and “human” feeling. First with the tangible camera icon that allows for nostalgia or another emotional connection, and second by being unobtrusive and allowing the photos and the comments to command the user’s full attention.
Logo concepts/sketches.