Wee Jun Jie / 0375271
Experiential Design / Bachelor of Design (Hons) in Creative Media
Task 2: Proposal Development
INSTRUCTIONS
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Week 5 - Designing Mockup & Art Direction &
Slide Presentation
Week 5 - Designing Mockup & Art Direction & Slide Presentation
Creating the user journey and mockups has been a helpful way to test the flow of the experience before development begins. I’ve been sketching screens like the home page, the AR scanning view, and the letter-matching mini game to show how users move through the app. Even though the designs are not final, they help visualize how the child interacts with the content and where key buttons like “Replay” or “Next” should be placed.
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Visual hierarchy is essential — icons and buttons must be large and easy to tap, and the screen shouldn’t feel cluttered.
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Children benefit from strong visual and audio guidance — a friendly voice telling them what to do is more helpful than written instructions.
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Consistency matters — children need visual cues (like colors and shapes) that remain the same across screens to avoid confusion.
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A balance between stimulation and simplicity is important — too much motion or sound can be overwhelming, but too little can make the app feel dull.
Findings
Through the process of designing mockups for the
Booka', I’ve gained several important insights. I
found that even at this early stage, sketching and
visualizing the user flow helped clarify how young
users would navigate the app. It became clear that
children at the young age range need clear, consistent
visual cues, large tap targets, and simple screen
layouts to avoid confusion. The addition of replay
buttons and mini games was not just a fun idea. It
actually supports learning by reinforcing memory
through repetition and interaction. I also discovered
that designing with specific personas in mind made my
decisions more focused, ensuring the features align
with real user needs. Overall, I’ve realized that
thoughtful, user-centered design is critical even in
the early phases, and that effective educational AR
doesn't need to be complex. It just needs to be
purposeful and playful.
Through the process of designing mockups for the Booka', I’ve gained several important insights. I found that even at this early stage, sketching and visualizing the user flow helped clarify how young users would navigate the app. It became clear that children at the young age range need clear, consistent visual cues, large tap targets, and simple screen layouts to avoid confusion. The addition of replay buttons and mini games was not just a fun idea. It actually supports learning by reinforcing memory through repetition and interaction. I also discovered that designing with specific personas in mind made my decisions more focused, ensuring the features align with real user needs. Overall, I’ve realized that thoughtful, user-centered design is critical even in the early phases, and that effective educational AR doesn't need to be complex. It just needs to be purposeful and playful.