Mobile is not big enough for this project...

Overview

This project is a redesign of an older final I had for User Experience 1 class. I wanted to see how much my skills in UI design had changed, so I decide to brought what i learned within a semester and have some fun.

Project

IOS App- Redesign

Role

Product Designer

Year

2017

Tools

Figma,  
Adobe Illustrator, Adobe Photoshop,

Kick Off

Why the Redesign?

The first version of the app did not have any visual design principles. it lacked hierarchy, proper sizes for buttons, and confusing menus, and poorly cropped images. It just wasn't effective. There was a lot of room for improvement so when about a year passed I decided to take a look at it and do it some justice.

Logo Redesign

The older logo was meant to represent a battery charging up, but it wasn’t refined and didn’t speak much about the brand. Also the typeface for the logos name doesn’t really give an energetic feeling.

New Logo Explorations

The older logo was meant to represent a battery charging up, but it wasn’t refined and didn’t speak much about the brand. Also the typeface for the logos name doesn’t really give an energetic feeling.

Final Logos

These two logo’s were great examples of what I wanted the brand to say. The simple giant arrow is associated with a lot of video game level up Icons.Also the logo is big and bold to represent a stable brand, and product.

Changes

The first version of the app did not have any visual design principles. it lacked hierarchy, proper sizes for buttons, and confusing menus, and poorly cropped images. It just wasn't effective. There was a lot of room for improvement so when about a year passed I decided to take a look at it and do it some justice.

Visual Compairson

Practicing design methods like rule of 8's, using a grid and creating a small design system really helped me put together what I initially tried to invasion

Wireframes of New Design

I wanted to go for more of a better aesthetic for this design. I already had this idea of having the drinks look a lot more visually pleasing. I wanted them to pop out of the cards a bit to add depth.

Final High Fidelity

The new design has less screens for a simple check out flow. The user could find what they need, and check in a timly manner.

Final High Fidelity

The flow shows what it would feel like to pick up a drink.

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