DESIGN PRINCIPLES
PROCESS PAGE

OVERVIEW
Interactive Bucketlist
Interactive Bucketlist is a virtual museum created for users to interact with highlights around the world from their home. This project exercised and built upon my knowledge of User interface Design Principles and my ability to showcase these principles in my work.
Duration: 6 Weeks
Team: Individual
Role: User Interface Designer
Tools: Figma
GOALS
What I hoped to achieve
Going into this project, IÂ hoped to exercise and build upon my existing knowledge of user interface principles and prototyping tools, such as Figma. I wanted to focus on organizing elements and wireframes in a way that is functional, consistent, and aesthetic. With Interactive Bucketlist, I set out to create pixel-perfect alignment and grids.
THEÂ DESIGNÂ PROCESS
Proposal • Design Concepts • Prototype
PROPOSAL
User Interface Principles
Prior to prototyping, I wrote up a project proposal to define various User Interface (UI) Principles and outline how I plan to incorporate them within my project. This proposal covers over a dozen UI laws, principles, and terms.
Through my writing, I was able to solidify my understanding of these terms and articulate how they can be effectively applied or considered when designing.‍
DESIGNÂ CONCEPTÂ 1
Chunking
Chunking refers to the breaking down and grouping of related content into small, differentiated units instead of presenting a large amount of non-distinct elements for the user. Chunking helps to manage Intrinsic Cognitive Load, or the mental effort it takes to remember essential information.​​​​​​​
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I applied Chunking to my work by grouping activities by similarities, allowing the user to process elements in smaller units.‍
DESIGNÂ CONCEPTÂ 2
Spatial Contiguity Principle
Spatial Contiguity Principle states that individuals learn concepts better when words and corresponding visuals are integrated than when they are separated.
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As shown to the left, I applied Spatial Contiguity Principle to my work by integrating activity images and descriptions, so the user can understand and visualize that activity.
DESIGNÂ CONCEPTÂ 3
Law of Proximity
The Law of Proximity is a psychological principle that states the elements that are near or proximate, to each other tend to be perceived as a group.
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I considered the Law of Proximity by placing navigation filters close to one another, encouraging the user to perceive navigation filters as a group of page options the user can navigate to.
Prototype
Interactive Figma Prototype
Lastly, I began my prototype. I utilized and grew my knowledge of Figma, incorporating interactive elements and maintaining an organized layout.
‍The prototype contains two separate ways for the user to explore the content, Map View and List View.
KEYÂ TAKEAWAY
How This Made me a Better Designer
This project increased my knowledge of UIÂ principles and how to effectively consider them while designing. IÂ was challenged to create a minimalistic project, allowing me to focus on the small details. While focusing on Interactive Bucket List, I was able to execute and prioritize proper alignment, spacing, and content.
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