Design Up : Level Up Your Design by Challenge

Design Up : Level Up Your Design by Challenge

Design Up: Level Up Your Design by Challenge is an innovative app designed to help graphic designers sharpen their skills. With a variety of engaging design challenges, users can practice, test their creativity, and improve their design abilities step by step. Each challenge offers a practical and exciting experience, allowing designers to grow and learn in a fun, inspiring environment.

Design Up: Level Up Your Design by Challenge is an innovative app designed to help graphic designers sharpen their skills. With a variety of engaging design challenges, users can practice, test their creativity, and improve their design abilities step by step. Each challenge offers a practical and exciting experience, allowing designers to grow and learn in a fun, inspiring environment.

Category

May 15, 2024

Application Design

Application Design

Services

May 15, 2024

Mobile Design

Mobile Design

Client

May 15, 2024

Competion Project

Competion Project

Year

May 15, 2024

2022

2022

Background

Budi enjoys graphic design but often loses focus due to monotonous learning methods and distractions during the Covid-19 pandemic. Further research revealed he’s not alone—user studies with 15 graphic designers showed similar findings:

86,7% Opined if the pandemic causes distraction when learning something

66,7% Opinion if you often experience loss of focus when studying graphic design

After that my team and I tried to observe and ask what caused the designers to lose focus on improving skills and what helped to revive enthusiasm.

Conclusion Result:

Having a design challenge can help when learning design, especially when experiencing art block

Activities that are usually carried out to improve skills and abilities in the field of graphic design are watching tutorials, using ATM techniques, and participating in competitions

Objectives

After experiencing problems experienced by designers, we tried to create a platform to:

  1. Helping users while learning design

  2. Helping users to be more productive

  3. Helping users to be more consistent

  4. Increase user's learning spirit

Observation

  • We conducted observations on the activities and challenges faced by graphic designers.

The application is aimed at graphic designers and beginners who want to learn design, offering various levels to help users practice and improve their skills.

Research

💡 86,7% Opinion if the pandemic causes distraction when learning something.

💡 66,7% Opinion if you often experience loss of focus when studying graphic design.

Navigation

Navigation

Wireframe

Wireframe

Hi Fi Design

Hi Fi Design

Features & Design Decision

  1. The highlighted feature is the Challenge, designed to help both professional and beginner graphic designers learn through challenge-based tasks, fostering enthusiasm, creativity, and perseverance.

  2. The displayed feature is the Course feature, which allows users to learn through the provided materials. Courses become accessible once users complete each assigned challenge.

Prototype

https://rb.gy/1v654y

Evaluate Against Requirements

In this stage, the Usability Testing was conducted using the UEQ (User Experience Questionnaire) method.
The UEQ components include:

  • Attractiveness → the overall impression of the product’s appeal.

  • Ease of Use → how easy the product is to use.

  • Efficiency → how quickly users can complete tasks.

  • Reliability → the degree of user control during interactions with the application.

  • Stimulation → the extent to which the product motivates users.

  • Novelty → the level of innovation within the system, service, or product.

Conclusion from UEQ Results (based on the chart):
  • Pragmatic Quality (ease of use, efficiency, reliability) achieved an average score of around 2.0, categorized as Good – Excellent.

  • Hedonic Quality (stimulation and novelty) scored slightly higher, around 2.1–2.2, indicating a positive user perception.

  • Overall, the average score is approximately 2.1, showing that the application is rated good to excellent by users.

👉 In conclusion, the application successfully meets user needs in both pragmatic aspects (usability) and hedonic aspects (user motivation and innovation), making it well-accepted and suitable for further development.

Background

Budi enjoys graphic design but often loses focus due to monotonous learning methods and distractions during the Covid-19 pandemic. Further research revealed he’s not alone—user studies with 15 graphic designers showed similar findings:

86,7% Opined if the pandemic causes distraction when learning something

66,7% Opinion if you often experience loss of focus when studying graphic design

After that my team and I tried to observe and ask what caused the designers to lose focus on improving skills and what helped to revive enthusiasm.

Conclusion Result:

Having a design challenge can help when learning design, especially when experiencing art block

Activities that are usually carried out to improve skills and abilities in the field of graphic design are watching tutorials, using ATM techniques, and participating in competitions

Objectives

After experiencing problems experienced by designers, we tried to create a platform to:

  1. Helping users while learning design

  2. Helping users to be more productive

  3. Helping users to be more consistent

  4. Increase user's learning spirit

Observation

  • We conducted observations on the activities and challenges faced by graphic designers.

The application is aimed at graphic designers and beginners who want to learn design, offering various levels to help users practice and improve their skills.

Research

💡 86,7% Opinion if the pandemic causes distraction when learning something.

💡 66,7% Opinion if you often experience loss of focus when studying graphic design.

Navigation

Navigation

Wireframe

Wireframe

Hi Fi Design

Hi Fi Design

Features & Design Decision

  1. The highlighted feature is the Challenge, designed to help both professional and beginner graphic designers learn through challenge-based tasks, fostering enthusiasm, creativity, and perseverance.

  2. The displayed feature is the Course feature, which allows users to learn through the provided materials. Courses become accessible once users complete each assigned challenge.

Prototype

https://rb.gy/1v654y

Evaluate Against Requirements

In this stage, the Usability Testing was conducted using the UEQ (User Experience Questionnaire) method.
The UEQ components include:

  • Attractiveness → the overall impression of the product’s appeal.

  • Ease of Use → how easy the product is to use.

  • Efficiency → how quickly users can complete tasks.

  • Reliability → the degree of user control during interactions with the application.

  • Stimulation → the extent to which the product motivates users.

  • Novelty → the level of innovation within the system, service, or product.

Conclusion from UEQ Results (based on the chart):
  • Pragmatic Quality (ease of use, efficiency, reliability) achieved an average score of around 2.0, categorized as Good – Excellent.

  • Hedonic Quality (stimulation and novelty) scored slightly higher, around 2.1–2.2, indicating a positive user perception.

  • Overall, the average score is approximately 2.1, showing that the application is rated good to excellent by users.

👉 In conclusion, the application successfully meets user needs in both pragmatic aspects (usability) and hedonic aspects (user motivation and innovation), making it well-accepted and suitable for further development.

Background

Budi enjoys graphic design but often loses focus due to monotonous learning methods and distractions during the Covid-19 pandemic. Further research revealed he’s not alone—user studies with 15 graphic designers showed similar findings:

86,7% Opined if the pandemic causes distraction when learning something

66,7% Opinion if you often experience loss of focus when studying graphic design

After that my team and I tried to observe and ask what caused the designers to lose focus on improving skills and what helped to revive enthusiasm.

Conclusion Result:

Having a design challenge can help when learning design, especially when experiencing art block

Activities that are usually carried out to improve skills and abilities in the field of graphic design are watching tutorials, using ATM techniques, and participating in competitions

Objectives

After experiencing problems experienced by designers, we tried to create a platform to:

  1. Helping users while learning design

  2. Helping users to be more productive

  3. Helping users to be more consistent

  4. Increase user's learning spirit

Observation

  • We conducted observations on the activities and challenges faced by graphic designers.

The application is aimed at graphic designers and beginners who want to learn design, offering various levels to help users practice and improve their skills.

Research

💡 86,7% Opinion if the pandemic causes distraction when learning something.

💡 66,7% Opinion if you often experience loss of focus when studying graphic design.

Navigation

Navigation

Wireframe

Wireframe

Hi Fi Design

Hi Fi Design

Features & Design Decision

  1. The highlighted feature is the Challenge, designed to help both professional and beginner graphic designers learn through challenge-based tasks, fostering enthusiasm, creativity, and perseverance.

  2. The displayed feature is the Course feature, which allows users to learn through the provided materials. Courses become accessible once users complete each assigned challenge.

Prototype

https://rb.gy/1v654y

Evaluate Against Requirements

In this stage, the Usability Testing was conducted using the UEQ (User Experience Questionnaire) method.
The UEQ components include:

  • Attractiveness → the overall impression of the product’s appeal.

  • Ease of Use → how easy the product is to use.

  • Efficiency → how quickly users can complete tasks.

  • Reliability → the degree of user control during interactions with the application.

  • Stimulation → the extent to which the product motivates users.

  • Novelty → the level of innovation within the system, service, or product.

Conclusion from UEQ Results (based on the chart):
  • Pragmatic Quality (ease of use, efficiency, reliability) achieved an average score of around 2.0, categorized as Good – Excellent.

  • Hedonic Quality (stimulation and novelty) scored slightly higher, around 2.1–2.2, indicating a positive user perception.

  • Overall, the average score is approximately 2.1, showing that the application is rated good to excellent by users.

👉 In conclusion, the application successfully meets user needs in both pragmatic aspects (usability) and hedonic aspects (user motivation and innovation), making it well-accepted and suitable for further development.

Let's talk

Time for me:

Email:

muhamadfachri185@gmail.com

Reach out:

Let's talk

Time for me:

Email:

muhamadfachri185@gmail.com

Reach out:

Let's talk

Time for me:

Email:

muhamadfachri185@gmail.com

Reach out:

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