INDEX*

DESIGN ARCHIVE[DESIGN * ART PROJECTS]                                     
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M.M UX(01) (Interactive design*).    ︎/ CRAZY COLIN(09)(branding design*).    ︎/ PLANER(14) (Interactive design*).    ︎/ RESOUL FESTIVAL(19) (graphic design*).    ︎/ ACRFOX(23) (Interface design*).    ︎/ INFERRED MEANING(31) (experimental design*).    ︎







︎


I M ZICHEN PENG WHO WORKS IN GRAPHIC DESIGN, INTERACTIVE DESIGN, EXPERIMENTAL ART, ART EDUCATION ETC./
FOCUS ON THE DEVELOPMENT OF FUTURE ART, ALSO DESIGNING, FIGHTING FOR WEAK GROUPS./


PASSIONATE ABOUT EXPLORING FUN & 
SERIOUS RESPONSIBILITIES UTILIZED   
INTERDISCIPLINARY︎ ABILITIES.   /


PROJECT 03*

DESIGN ARCHIVE.                                                         
[BRIEF * WORKING FIELDS * SHOWCASES]
     

PLANER 
(user research* user design* user interface design* low-fi& hi-fi prototyping)                                                 
(︎︎︎03 23/09/2020) 



An app help users focus on their plans.


“planning” is an efficiency application that serves those who need to improve self-control and create higher efficiency in work and life. The project aims to focus on solving the user problems arising from the act of making plans, trying to make it more valuable, easier and more enjoyable.



Tools

Adobe XD, Adobe Effects

Duration

3weeks




SUMMARY
 

As for user interface, simple and bright colours are chosen with the main carrier of image and graphics, which can lead users to execute tasks more positively. What we should pay more attention to is users’ mentally negative and passive feeling in task execution. That is mainly resulted from the mechanical reminders ( such as clock-like reminder and tension-creating countdown.) and the failure of tasks for some objective reasons( it is possible to make users feel guilty and frustrated.)

As for mechanism, to offer them different feelings of accomplishment and satisfaction and make them realise that make-up tasks are a part of normal tasks but not a punishment. All in all, focusing on user psychology is very important.

As for interaction, “lightness” is the keyword in the push-in or push-out of interface and show mode, and simple operations like “throw” and “cast” are mainly adopted in interaction.






EMAIL: PENGZICHEN77@GMAIL.COM  / BASED IN LONDON,UK. HANGZHOU, CHINA / OPEN FOR ALL DESIGN WROK OPPORTUNITY.