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1 Activity designing a travel planner In this workshop you will apply some of the basic

design principles weve discussed to the development of a travel planner. In order to make
design decisions you will first need to sketch the background for the application.
1. Who is the audience for this planner? Define some high level characteristics (age,
income, education).
Young students with low income are the main concern when designing this app, a lot of students want to
travel while they are young but they spend all their money on their education. We cipher cheap flights
from different companies and compile them all on our app.
2. What is it that they will want to do with this planner? Identify the main functionality that
your planner will deliver.
The app will offer plane tickets along with bundles with accommodation included as well for peace of
mind travel.
3. Decide on a platform what device will host the planner, and where will it be used?
iPhone, and a website that directs to the app. Android is scheduled to be developed later down the track.
2 Activity design principles Now that you have some context for yofur application, you
can apply the simple design principles from this module. Work through the principle and
make design decisions for this system:
1. Text: how will you display text in this interface? Why?
The text will be Arial font, colour black. A standard text will be used as it is legible.

2. Colour: decide on a colour palette. Justify your choice


The colour palette chosen is black and yellow. The juxtaposition between the black and yellow will really
accentuate the surrounding and encapsulating features on the app. Two contradicting colours will induce
enough audience attention, without them becoming too distracted or bored of the layout.

3. Images: what images will you need? What style will you use? Why?
A few images of holiday destinations may be featured, however we are sceptical on whether we are going
to implement images in out interface. This is because, taking into consideration our application will be
hosted on a mobile phone so there may not be sufficient space to allow for images.

4. Sound: does your interface need sound? What will or wont you use? Why?

The interface will not have sound, reason being is that no one likes to open an application and have music
playing aloud, especially when one is in a lecture or library etc. Having playing will cause a distraction to
the user and the surrounding crowd, therefore this feature will not be integrated in our design.

5. Layout: what do you need to consider for your layout? Sketch some layout
ideas, and justify your choice.
An example of our potential layout is evident on the left. As you can see interpret this is on an IOS.

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