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Native Job Search App 

Comprehensive UX/UI Case Study on designing a native app for both Android and iOS in accordance with Human Interface Guidelines (iOS) and Material Design 3 (Android). This case study focuses on the main differences between the two guidelines while giving an in-depth analysis of haptic feedbacks.

Project Overview

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Liguey is a native app designed for Android and iOS that will allow users to search and apply for jobs.

Context & Objective

This application is strongly inspired by the lack of apps to search for jobs in my home country. The current platforms are not optimal for users to find ads that match their profile. That's why I wanted to address this need by creating a platform that would allow users to find job ads in a fast and efficient way while providing a simple interface that would facilitate the process.

Learning from the competition

I conducted an intensive competitive analysis to figure out what were the pros and cons of the successful apps on the market and figure out where the opportunities were for my app. Here is-in a few points-the main things I got from that analysis:

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Great data management

The user always knows which step of the application process he is at

Ability to review application before submission

App has not been fully adapted to design guidelines

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Lots of steps that make the process frustrating

Language and illustrations make the app user-friendly

Many filters that make the search for jobs optimal

Sleek and simple design

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Use of FAB to optimize the screen space

Colour palette distracts the user and is not necessarily cohesive with the app's purpose

Users can't apply from the app. They are redirected to the Monster's Website

In terms of usability, the app lacks a lot. 

User Flow Diagram

From the insights I gathered after conducting a competitive analysis, I developed a user flow diagram and low-fidelity diagram. The main flow is the one leading to the whole process of a job application.

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Low Fidelity Wireframes: Android vs iOs

From reading the different design guidelines from iOS and Android, I managed to design the main differences for my screens.

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Sounds, Haptic & Physical Feedback

In order to support the interaction in the app, I have added sounds and haptic feedbacks throughout the app that met Material Design and iOS guidelines. Here are some examples of feedback to be featured in the app:

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Mobile Gestures

To take it further, I've indicated mobile gestures to be used throughout the app. An example is shown opposite:

The major to be used in the app is "Tap". All buttons work using that gesture.

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Final Screens

After designing the layout and patterns and using haptic and sound feedback to create interactions, I updated my designs froms mid to high fidelity wireframes for both iOS and Android versions while taking into account accessibility.

User Testing

After finalizing my wireframes, I did some user testing of my prototype with iOS and Android users to make sure my design met the needs

I tweaked my design based on the feedback I received. I fixes some errors in the prototype and improve the layout of some screens to make the platform more user-friendly

In general, testers were quite satisfied with the overall look of the native app for both versions

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Prototype

Here is the final prototype showing the final screens after user testing

REFLECTION

  • This project was particularly interesting from a knowledge point of view. I really enjoyed learning more about the iOS and Android guidelines, especially their differences.

  • Some things that I thought were trivial made sense to me, like haptic feedback and sounds that I thought were less important until then

  • I was very keen to deliver a product that met the needs that the platforms in my country did not meet, I am quite proud of the result. I think that the vision has really come together in terms of aesthetics, usability and accessibility.

Challenges and Roadblocks

As someone who has been using iOS for a long time, it was quite difficult for me to explore the Android platform and get familiar with Material Design 3. It was a lot of reading to understand the different components and layouts of Android but eventually, I think I know much more now about the Android platform than iOS!

 

I didn't want my app to be exactly the same for both versions so exploring different ways to propose the same solution turned out to be more complicated than expected but very rewarding.

 

Finally, I really wanted a prototype that would really emphasize the interaction between the app and the user. So I started to explore auto-animation on Adobe XD as a novice which earned me hours of Youtube videos but allowed me to come up with a prototype that didn't betray the vision I wanted to communicate

What's Next

This project gave me a first impression of what it is like to work with iOs and Android guidelines. So in the future, l'd like to continue to explore these guidelines to better familiarize myself and propose interfaces that meet the requirements of these platforms. Also, I really enjoyed learning more about animations so I would like to master this skill to develop more complex prototypes.

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