Application Design I | Final Task: High-fidelity app (GoTour)
FEILYCIA JOY KURNIAWAN / 0373400
Application Design I / Bachelor of Design (Honors) in Creative Media
Final Task: High-fidelity app (GoTour)
LECTURE
PROCESS
Task 3 Recap
- Improve the labeling for each page
- Make navigation bar more noticeable by making it slightly higher
- Add more feedback to the navigation bar (current page, the icon will change color)
- Add labeling for each page
- Add more interactions to the input forms to make it look more realistic
- Be more consistent on the layout and the overall design
GoTour will generate revenue through paid advertising and promotional partnerships with travel-related businesses such as airlines, hotels, travel agents, transportation services, and experience providers.
In-App Banners
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Example: Flight discounts, hotel promotions, tour packages, transportation deals.
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These banners appear in non-intrusive areas of the app so they do not disrupt user experience.
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Clicking the banner takes users directly to the partner’s promotional page
How GoTour earns:
- Partner pays a fixed fee for banner placement or campaign duration
- Example:
- Airline pays RM10,000 to run a 1-month “20% OFF Flights to Bali” banner in GoTour.
- A hotel chain pays to promote seasonal deals during school holidays.
Other ways to get money is also from the codes provided from the third party. For instance, XXX airlines have a promotion code: YYCC, when users input that code →
How GoTour earns:
- Commission per code used
- Percentage of transaction value
Example:
- Airline gives 3% commission per successful booking using special code
- A RM1,000 flight booked → GoTour earns RM30
- 500 bookings → RM15,000 revenue
- keep running
- handle payments safely
- provide customer support
- and help connect users with trusted local guides
Examples:
- 📰 Journalist Badge → when user makes their first post / review
- 🧳 Planner Badge → when they successfully plan a trip
- ✈️ First Class Badge → when they book a flight or use travel services
- 🌍 Explorer Badge → when they visit multiple places
When users get a badge, they feel:
- rewarded
- recognized
- like they achieved something
When users know they can unlock more badges, they are more likely to:
- open the app again
- travel more
- post more
- interact more
FINAL OUTCOME
LINKS
Figma work view: https://www.figma.com/design/XWNMMHOXFMLA8mmeZofWxn/high-fi-prototype?node-id=0-1&t=88nVPYQpNCECxpFk-1
Click here to see Task 3
Canva Presentation: https://www.canva.com/design/DAG9cCOatfc/og2c6ILP9dIMZV79yxfZRg/edit?utm_content=DAG9cCOatfc&utm_campaign=designshare&utm_medium=link2&utm_source=sharebutton
WEEK 12
Feedback - Briefed about final task and what was expected for this task
WEEK 13
Feedback - Was told to add gamification and monetization aspects to our app and an additional promo page.
I also showed him my progress
WEEK 15
Feedback - Showed him feedback about my app specifically about the fill in forms, he said does not need to be fillable, just make it realistic enough
During the 14 weeks on application design 1, I enjoyed the overall module. From the 4 tasks given, I would say I struggled the most on task 2 when we were gathering data. But other than that, I enjoyed the process of making the app, the thought process and finalizing it.
This module has taught that making an app needs a lot of consideration and a lot of data gathering. You need to deliver what your audience wants and prioritize user experience. Although I struggled a lot during the data gathering, I later find it very useful because it gave me a direction of where I need to go and gave me an idea of features that people would actually use. Prototype stage was fun, I did the whole process on figma, and although I forgot some of the components, Mr. Sylvian helped by giving lectures and tutorials in class.
All in all, this project was a fun way to see how an app is actually made. From proposal, data gathering, user testing and the final prototype, I learnt the whole process and specifically how to gather data to use for your app









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