Competition Submission



A' Design Award and Competition - Interaction and Interface Category



Primary Function

What is the core function of your design? What type of project or what kind of product is it; Is your design a Chair, Umbrella or Toy? Do not write a sentence "It is a chair", "A Chair" etc, but rather please simply write in one or two words the basic function of your design, simply: "Chair", or "Folding Chair" etc. Do not explain the project here but simply type its function. If your design has multiple functions, please type "Multifunctional X" where X is the main function; for multifunctional designs you should replace "X" with the core function of your design for example: "Multifunctional Chair" or "Multifunctional Umbrella" or you could simply state the main side function such as "Messaging Chair" or "Folding Umbrella" etc. Do not list all the functions of your design, it is best to state the most dominant i.e. the primary function only. Also please do not add "Prototype, Design or Concept" to the name, please add this information to the project explanation later. When writing an adjective, please add it to the front i.e. for instance do not write "House - Residential" but write "Residential House" instead. If your project is composed of several elements, write the main category instead, i.e. rather than "Letterhead, Logo, Symbol" use "Corporate Identity”.

Music video iOS App



Formal language preferred. Type between 128 to 500 characters. What inspired you to come up with this project? What were your motives, thoughts etc? Where did you get the inspiration for this design or project? What is the technical or research background? Providing these additional details can help your design get more features and higher scores.

Listening to music is a personally visceral experience that influences our emotions. Further, watching music videos associated with their respective songs profoundly affects our emotions because it involves an additional sense. From research, we learned that people are creating playlists with music they already know rather than creating playlists with newly discovered artists. We hypothesized how we might address this by guiding people to discover new artists based on their changing moods?


Unique Properties / Project Description

Formal language preferred. Type between 128 to 500 characters. What is this design, and what makes this design different from others, the strengths and unique features of this design. You can enter up to 500 Characters. Please write as you please as these will further be used in press releases and communications. You could mention technical points, innovations, quality, rationale of choices or any other details that could be relevant for jury and press to understand your design.

Discovering new music is fun. Thus how might we push people's imagination to explore with an interaction that's just as fun? 30 unique icons form the genre/mood screens. Each is initially hidden to encourage people to create various playlists by tapping to discover the icons. The interaction we designed spurs curiosity, thus elevating the feeling and experience of personal discovery of music. The design was inspired by translating the feeling of touch from the physical space into the digital.


Operation / Flow / Interaction

Try to use non-technical language to explain to outsiders. How can this object be operated, how does it transform, how the interaction happens, what are the key frames, how does it deal a better result, why does it perform better. You can enter up to 500 Characters.

Studio is designed around the user's goals and curiosity. 3 simple steps to watch videos: pick genre(s), artist(s), and mood. The interaction implements high-level feedback in the form of visuals that serves two purposes. 1. It communicates information regarding the acknowledgment, confirmation, and visibility of an action as it transitions from an inactive state to an active one. 2. The new state spurs curiosity in the user, encouraging them to discover what the other inactive states will reveal.


Project Duration / Location

Please write in formal language. Example: The project started in April 2009 in Torino and finished in August 2010 in Rimini, and was exhibited in Salone del Mobile in April 2009. You can enter up to 500 Characters.

The project spanned 3 weeks and was completed at The Flatiron School in New York City. Studio was successfully submitted to the Apple AppStore (to demonstrate proof of concept) and was exhibited during our final cohort demo presentation.


Production / Realization / Technology

Please feel free to use Jargon / Technical Terms. For this section provide insights about how your design was made, while you could provide some notes on production technology, materials etc for physical products, for others you could talk about the techniques you used for coming up with the design, methodologies etc, this information is especially relevant for the jury members to better evaluate your design. You can enter up to 500 Characters.

(1.) Production: Interface and keyframes were iteratively designed and wireframed using Sketch. Prototyping was done using InVision. Final high fidelity designs and assets were exported from Sketch into Xcode where the app was coded using Swift and Objective-C. (2.) Design: Interface and interaction was based on Don Norman's 7 Stages of Action in order to achieve usability and user experience goals. (3.) Methodology: Genre and mood graphic icons to evoke a range of emotions and felt experiences.


Specifications / Technical Properties

Technical details in metric-ISO system. Please write product dimensions, Width mm x Depth mm x Height mm etc for physical products, for non-physical designs, please provide further insights on the technical specifications of the projects. You can enter up to 500 Characters.

Responsive mobile UI/UX design for iOS. Human-centered design adhering to and demonstrating Jakob Nielsen 10 usability design heuristics and the metric-ISO system. ISO 9241-12:1998 Ergonomic requirements for office work with visual display terminals (VDTs)—Part 12: Presentation of information. ISO 9241-13:1998 Ergonomic requirements for office work with VDTs—Part 13: User guidance. ISO 9241-210:2010 Ergonomics of human-system interaction— Part 210: Human-centered design for interactive systems.


Research Abstract

Research Background, Methods, Tools, Participants, Results and Insights. Explain the design research in very detailed yet by using a language understandable to outsiders of your field, try to use natural language and try to give complete answers. You can enter up to 500 Characters. Please talk about the following in the exact order: Type of Research, Research Objectives, Methodology, Data Collection and Research Tools Used, Participants or Experiments, Results, Insights and Impacts, Effect of the Research in Real-Life Phenomena such as Business, Society and Design Itself. This section is especially important for both jury members and editors to better judge and evaluate the in-depth thinking behind your projects.

We analyzed and conducted a competitive audit into Apple Music, Spotify, Pandora, and Amazon Music. Next, we examined our own experiences and pain points in these music services that we use, how they might be improved, and a market opportunity. We asked: What is the story of the experience we want others to have? What is happening before people interact with Studio? After interacting with Studio, how do we want people to feel? What do we want them to have taken from away from their experience?


The Creative Challenge

What was the hardest part of this design activity. Explain in detail the creative challenge and the obstacles overcome during the development, realization or research of the project. What were the internal factors such as historical perspective, social perspective and the external factors such as the laws, production possibilities, information availability and technology. You can enter up to 500 Characters

The challenge was to design an experience for users to discover music that speaks to them in times they need it the most. Is it best for users to search, or should an algorithm find music for them? We designed the former. Watching music videos uses 2 senses, sight/sound; using Studio requires 1, touch. With people already touching, we realized an interaction could be designed to further elevate the feeling and experience of music through personal discovery by immersing 3 senses rather than 2.


Book Page & PR Summary

The short-design description as it will appear in the yearbook and press releases is by default taken from the "Unique Properties", "Inspiration", "Challenge" or "Production Technology" sections of your design details. However, in almost all cases this information does not represent the design in a good way. Please revise and edit this information that will appear in the design yearbook and press releases. Maximum characters is 600 and suggested minimum length is 300 characters. This text must be about the design. Do not talk about your brand, your company or philosophy; focus on the design. You should use a formal language suitable for press-distribution and multilingual translation which we call the Editorial Perspective. Team-member names should not be added to this section. This section should not contain URLs or contacts information.

How do people discover music that speaks to them in times that they need it the most? Studio was designed to build personalized music video playlists guided by emotions. 3 simple steps to watch videos: pick genres, artists, and mood. 30 unique and initially hidden icons encourage people's imagination to explore and create multiple playlists by tapping to discover each icon. The interaction spurs curiosity, thus elevating the feeling and experience of personal discovery of music. Studio immerses people's senses (sight, sound, and touch) in a new music experience - none like before.


Studio Demo