AntBattery:
Phone battery life only lasts around two years, and with the rise of phone prices, battery life is very important in order to keep your phone alive and save you money. Our app aims to hit this problem by giving you a notification when we believe you should charge your battery in order to prolong your phone's life most efficiently.
Picture of our teams’ survey
How often do you upgrade your phone?
How much did you pay for your phone?
How often do you charge your phone?
How often do you check your battery health?
Brian represents the user who is fully aware of battery health and tries to maximize efficiency as much as possible.
Wireframes
Once our team had finished creating persona’s part of my team and I went on to create a couple of low - medium fidelity wireframes in order to prepare to prototype our application. Wireframes were used as a way to space out and brainstorm our ideas in our design process. Below is a collection of these wireframes.
AntBattery Prototype
After our team had finished sketching, wireframing, and building user personas, I started to build our final prototype. I discussed with our team what the best user interface design would be, and after various discussions over formats, color schemes, and user intractability, we finally landed on this final version. Embedded below is a video showcasing the final prototype that I built using Figma and my team’s ideas. Feel free to also check it out on your own here at this link.
Final Takeaways
Working on this project was definitely a fun experience. Although my team and I were never able to meet in person due to the ongoing pandemic, I was still able to gain valuable leadership and teamwork experience through virtual meetings. During this whole design process, I was also exposed to a new software Figma, which is a powerful tool that I will be using in future UI/UX projects. However, one of the most valuable lesson I learned from this project is how important gathering data is to the design process