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UX DESIGN

PORTFOLIO Anindya Mukhopadhyay


WORK EXPERIENCE (2 YEARS, 10 MONTHS) UX DESIGN INTERN GoodWorkLabs, Bangalore

Dec 2017 - Apr 2018

To plan and execute the research plan, along with defining the strategies for building a marketplace for modular homes for the US.

UX DESIGN INTERN NASSCOM, Bangalore

ANINDYA

MUKHOPADHYAY User Experience Designer

ABOUT ME I am an engineer turned designer, I still have keen interest in electronics & futuristic technology. I am a passionate designer who thrives on creating experiences that are simple, meaningful and immersive. I strongly believe in Human-centered approach.

MY SKILLS

June 2017 - Jul 2017

Official Website Design & Design Awards - Re-imagining the official website. Ideating, prototyping, designing and implementing concepts for a complete overhaul of the overall functioning of the website - Researching and formulating framework for the official website of DESIGN4INDIA and Design Awards encompassing design thinking, system design, strategy design and behavioral design

DESIGN INTERN Indian Institute Of Technology, Guwahati

Dec 2016 - Jan 2017

Worked at Usability Engineering & HCI Lab, Department of Design at IIT Guwahati in the area of: "User Interface for IOT Enabled Smart Learning Devices used in Electronics Laboratory Sessions".

MANAGER - CONTENT DESIGN Aspiring Minds Assessment Pvt. Ltd.

May 2014 - June 2016

- Designing of frameworks and development of assessments (AMCAT) for human capital evaluation across various vocational sectors - Designing of candidate feedback reports and certificates. - Heading a team of 4 people.

MANAGEMENT TRAINEE

Design Methods

Accuster Technologies Pvt. Ltd.

User Research User Centered Design Design Management Human Factors/Ergonomics

Sept 2013 - Feb 2014

- Involved in the market study, analysing how to promote a product which is new in market. - Design brochures, newsletters and web mailers, brand promotion, and business development.

Visual Design Statistical Analysis (SPSS)

EDUCATION MASTER OF DESIGN MIT Institute Of Design, Pune

2016 - Current

LANGUAGE

Discipline - User Experience Design

English

Bengali

BACHELOR OF ENGINEERING

Hindi

Kannada

Visvesvaraya Technological University, Karnataka

2009 - 2013

Discipline - Electronics and Communication Engineering

HIGHER SECONDARY The Mother’s International School, New Delhi

CONTACT ME

Discipline - Science with Economics

aandomukho@gmail.com

PAPER WRITING

+91 9871-570-756 https://www.linkedin.com/in/ anindya-mukhopadhyay/

HWWE2017

2009

Aligarh Muslim University, Aligarh

Classification of mobile interaction type based on human emotion Presented the paper in the International Conference Humanizing Work and Work Environment 2017, the paper will be published in the Nov, 2018 edition.


P O R T F O L I O

CONTENT 1. Physical Ergonomics of a fish-seller 2. Usability report on iTunes 3. Paper Writing: Classification of mobile interaction type based on human emotion 4. Aimplify - A career guidance platform 5. Rightfit - A virtual fitting room


P O R T F O L I O

1. PHYSICAL ERGONOMICS OF FISH-SELLER To investigate risk factors for muculo-skeletal disorders (WMSD) while selling fish, by identifying the body regions which exhibit significant discomfort.


PHYSICAL ERGONOMICS OF FISH-SELLER DESIGN BRIEF To investigate risk factors for muculo-skeletal disorders (WMSD) while selling fish, by identifying the body regions which exhibit significant discomfort. Fish-selling women were considered for this study. User Group: Fish selling women who sat on the floor, and also on a daily basis were required to fix their workstation were considered for the study.

UNDERSTANDING DAILY ACTIVITY Performs household work 6:00 am - 1:00 pm

6:00 am Gets up

WORK STATION

Performs household work 9:00 pm - 11:00 pm

3:30 - 9:00 pm Sells fish

11: 00 pm - 6:00 am Sleeps


Physical Ergonomics of a Fish-seller

INSIGHTS FROM CHECKLIST Hygiene - Cutting tool was NOT cleaned before use - NO proper place to dispose waste Workplace - Tables are NOT stable - NOT ALL cutting tools were sharp - ABC principle of ergonomics is followed while arranging the fish on the table - There is NO proper place to keep money Posture - Stretch too much to arrange and pick fish - Back is NOT straight while cutting fish - She has to extend her neck more while speaking to customers

USER RESEARCH Type of Research Sample Size Sampling type Gender Minimum work experience Minimum working hours

-

Descriptive 15 Snowball Sampling Females 5 years 6 hours

Inclusion Parameter: Women sitting on floor were considered for this survey as their work station is not fixed and daily it has to be made and dismantled at end of day.

OBSERVATION AND INSIGHTS

Sunny

Pollution

Noise

No proper seat for sitting

No place to dispose waste


Physical Ergonomics of a Fish-seller

Fish that is sold more often are kept nearer to her and the fish that is sold less is kept far

Nobody has a fixed type of table, everyone is using different kinds of tables as per their convenience.


Physical Ergonomics of a Fish-seller

MAJOR BODY PAINS

Neck Upper Back

RULA SCORE = 5

IDEATION AND CONCEPTUALIZATION As the fish lady has to stretch a lot to arrange fish and pick fish from the table, I came up with a concept where I can provide her a round table which can be dismantled easily. Pro’s - Portable - rotatable round in shape and light weight - Reduces excessive stretching of upper body - Can be dismantled easily, hence weight is now distributed Anthropometry measurements - Elbow height - Arm span (stretched) - Knee to knee when seated on the stool

Side view

Detachable


Physical Ergonomics of a Fish-seller

PROTOTYPE AND USER FEEDBACK

A prototype was created using cardboard. The prototype was then taken to the market. A detailed discussion done. A positive feedback was received from the users. One additional function that was received from the users was to add an umbrella in the center that protects the fish-selling women from sun and rains.


P O R T F O L I O

2. USABILITY REPORT ON ITUNES This report provides a detailed analysis of the heuristic evaluation process used to evaluate iTunes, along with the usability evaluation of iTunes Apple’s digital music application.


USABILITY REPORT ON ITUNES OVERVIEW This report provides a detailed analysis of the results of user tests used to evaluate iTunes, Apple’s digital music application. We examine the findings of our usability tests on iTunes, a media player, media library developed by Apple Inc. It begins with summary information describing the company, product and then continues with an overview of Heuristic evaluation, key problem areas and usability evaluation.

ABOUT ITUNES Apple’s iTunes Music Store is an audio and video player that lets users manage their iOS devices as well as download content from the iTunes store and use Apple Music. It's an all-in-one home for user’s music and video, although it's music where it really excels.

Fig 1: Screenshot of the current version of iTunes (iTunes 12)

EVALUATION The evaluation itself was performed using the heuristic evaluation usability method, based on heuristics provided by Jakob Nielsen. Here only one evaluator compared a pre-defined set of usability principles for all versions of the application. This evaluation focused on the core functionality of the iTunes interface i.e. importing, organizing, and playing digital music. The interaction with Apple’s iPod MP3 player, burning CDs and the iTunes online Music Store were not investigated. Following are the 10 Heuristic considered 1. Use Aesthetic and Minimalist Design 2. Effective Menu/Command Structure 3. Use Simple and Natural Language


Usability report on iTunes

4. Minimize User’s Memory Load 5. Be Consistent 6. Provide Feedback 7. Provide Clearly Marked Exits 8. Deal with Errors in a Positive Manner 9. Provide Help 10. Flexibility and efficiency of use

2

1

3

Fig 20: Screenshot of iTunes 12.0 for windows users

iTunes 12.0 Number 1

Heuristic Parameter Aesthetic and Minimalist Design

Evaluation

Remarks

Yes

Less icons

2

Effective Menu/Command Structure

Yes

Song shuffle and repeat options are present near the song details

3

Use Simple and Natural Language

Yes

Usage of words based on the task

4

Minimize User’s Memory Load

No

Not all buttons are labeled, so user has to recall from existing usage (1)

5

Be Consistent

No

Labeling and functionality is not consistent, tool tip not available for buttons (1)(2)

6

Provide Feedback

No

Does not give enough information about the task being performed and what is going to happen

7

Provide Clearly Marked Exits

Yes No

Undo/back option present If someone clicks on a wrong place he/she is not aware of what is happening (3)

8

Deal with Errors in a Positive Manner

9

Provide Help

Yes

Smart suggestions given while search, tutorials can be accessed to understand, pop ups for update and sync library

10

Flexibility and efficiency of use

Yes

Tutorial is provided in the initial launch, which can be skipped or gone through as per the user requirements, good for novice users


Usability report on iTunes

Priortization of Problems To further understand the impact of each of these problems, we estimated both its severity in terms of usability principles and the ease with which the problem might be solved. Problem severity ratings were impacted by the frequency with which the problem occurred, the ease with which the user could overcome the problem, and the persistence of the problem—whether it could be solved once or would bother the user every time a task was attempted. Severity ranks are based on those defined by Jakob Nielsen. The tables below define the severity and ease of fix rating systems applied. Rating

DeďŹ nition

0

I don't agree that this is a usability problem at all

1

Cosmetic problem only: need not be fixed unless extra time is available on project

2

Minor usability problem: fixing this should be given low priority

3

Major usability problem: important to fix, so should be given high priority

4

Usability catastrophe: imperative to fix this before product can be released

Below are the problems identiďŹ ed: 1. Not all buttons are labeled, so user has to recall from existing usage 2. Tool tip not available for all buttons 3. Does not give enough information about the task being performed and what is going to happen 4. If someone clicks on a wrong place he/she is not aware of what is happening

Number

Problem Severity Ranking

1

Not all buttons are labeled, so user has to recall from existing usage

2

Labeling and functionality is not consistent, tool tip not available for all buttons

2

3

Does not give enough information about the task being performed and what is going to happen

2

4

If someone clicks on a wrong place he/she is not aware of what is happening

1 1

RECOMMENDATIONS Addressing Problem 1, 2 and 3 together, Solving this problem poses a more difficult design challenge in part because it would likely be difficult to find a solution acceptable to all interested parties. However, highlighting or changing the color of the button when the user moves the mouse over it. This technique is used in many Windows applications to indicate to the user that a specific image or symbol is actually a clickable button. To solve the problem, descriptive tool-tip text should be added to every button in the iTunes interface. This task would not be difficult for a developer to accomplish.


User Testing Evaluation Goals The user test described in this report was created to investigate the usability of core iTunes functionality. The core functionality that was investigated was working with playlists. The task was read aloud to the participants, who were encouraged to explain their decision-making processes aloud during the test. After the task, a questionnaire was given to them to understand the demographic details. This detail helped in segregating the users as novice and advanced users.

Task For the task, three people were tested, ranging from novice to advanced user. The test consisted of one task where the user was asked to create a playlist followed by a sub task where the users were asked to reduce a playlist to a specific length of time. In addition, follow-up questions were asked at the end of each task to probe the participants’ awareness and use of various iTunes features, such as Browse, Search, and Smart Playlists.

Participants Three people participated in user tests. Of the three, two were novice iTunes users with 15 or fewer songs in their iTunes library and one were advanced iTunes users with 100 – 250 songs in their iTunes library. Two of the three users were postgraduate students having an average age of 23.5 ± 0.7 years and one undergraduate student with an age of 19 years. Two of the three participants also used Windows as their primary computing platform. Interestingly, the three participants ranged widely in the length of time they had been using iTunes – from novice users with only zero to five months of experience to an advanced user with more than eight months of experience.

Participants for the study

Usability test used 1. Think aloud Reason: - To understand user’s approach to the interface of iTunes - What considerations the user keeps in mind when using the application - Understand user’s flow to complete the task - Finally, the terms that are used by the user. 2. Questionnaire Reason: - To take the demographic details of the users


Usability report on iTunes

TASK FLOW Opens iTunes By default music resource is selected Right click on the left sidebar and selects ‘new playlist’ Go to recently added and select 10 songs

Later, replace 2 songs with 2 new songs from the existing songs Fig 22: Steps to be followed by participants

SUMMARY OF FINDINGS Following are the problems that were faced by novice users: 1. Took time to find how to get the ‘new playlist’ option 2. They had to read the screen instruction given by iTunes to create a playlist 3. The don’t know how the smart playlists works Following are the problems that were faced by advanced user: 1. They said that smart playlist is little complicated to use. Using the ‘new playlist’ option is more convenient for them 2. Icons used for playlist and smart playlist are completely unrelated. One needs to identify smart playlist by its name.

Use of settings icon for smart playlist

Use of text and music icon for a normal playlist


Usability report on iTunes

RECOMMENDATION

Adding a plus icon can help user find new playlist option

Fig 23: Recommended for user to find and create playlists

When clicked on the plus icon user will be shown the following options, based on the user’s requirement he/she can select one of the options.

Fig 24: Shows what happens when user clicks on the plus icon


P O R T F O L I O

3. RESEARCH PAPER WRITING ClassiďŹ cation of mobile interaction type based on human emotion (Presented the paper in the International Conference Humanizing Work and Work Environment 2017, the paper will be published in the Nov, 2018 edition.)


PAPER WRITING: CLASSIFICATION OF MOBILE INTERACTION TYPE BASED ON HUMAN EMOTION ABSTRACT Today, smartphones have become an integral part in one’s life. There are now techniques to identify the user’s emotional state as per their usage of the mobile device. In this paper, we present an attempt to classify the various inter-action types such as scroll, tap, swipe, pinch zoom etc. based on Human Emotions. We run a formative statistical study where, we have collected data from 60 participants over a period of 1 month. The participants were given different situations while using social networking apps and video entertainment apps, and were asked to rate on 12 emotions (5 positive, 2 neutral and 5 negative). Through the study, we find that there is significant relationship between different interaction types with satisfaction, surprise and entertainment in emotions (p ≤ 0.05) for social networking applications. Also, there is significant relationship between different interaction types with satisfaction (p ≤ 0.05) in emotions for video entertainment apps applications. This result can be used while developing an inter-action system. We could also develop a questionnaire that measures interaction types and emotions. The questionnaire reliability was tested using Cronbach’s Alpha. Keywords: Emotions; Interaction types; Human-computer interaction.

OBJECTIVE To classify the various interaction types such as scroll, tap, swipe, pinch zoom etc. based on Human Emotions as per their usage of the mobile device.

METHODOLOGY The study was conducted in 2 phases. For the first phase, the 2 major objectives; to understand the various interaction types user prefers while using different genre of mobile apps. eg. Social networking, entertainment, gaming, finance etc. The study was done on a sample size of 22 students, where 11 Male and 11 Female were considered. For the second phase, the objectives were to understand the various emotions evoked from different interaction types in different situations while using social networking and video- audio entertainment mobile apps and to find out how do the users find the existing interactions. The study was done on a sample size of 60 students, where 31 Male and 29 Female were considered.

RESULT - Phase 1 For the first phase of study a sample of 22 students, 11 males and 11 females having mean age of Mean ± SD: 21.09 ± 2.42 were considered. The results showed that social networking apps and video entertainment apps are the top 2 genres.

Whats App Top 3- Social Networking Apps

Facebook Instagram

Top 3Entertainment Apps

Youtube Hotstar TVF Play


Classification of mobile interaction type based on human emotion

Defining Hypothesis For Phase 2 Hypothesis 1: There is a significant relationship between different interaction types and emotions in social networking applications. Hypothesis 2: There is a significant relationship between different interaction types and emotions in video entertainment applications.

QUESTIONNAIRE DESIGN 1. Established permission from the participants 2. Captured the details about their application usage 3. Consisted of interaction types in different situations and the participants were asked to rate the different emotions 4. Established demographic details (i.e. gender, age, type of device used etc.)

QUESTIONNAIRE RELIABILITY The questionnaire reliability was tested using Cronbach’s Alpha. While analyzing the reliability of the questionnaire items, we identified that the reliability was there, following table shows Cronbach’s Alpha result. Social Networking Reliability Statistics Interaction type Cronbach's Alpha Longpress 0.805 Scroll 0.818 Tap 0.974 Type 0.782

Video Entertainment Reliability Statistics Interaction type Cronbach's Alpha Scroll 0.854 Slide 0.869 Swipe 0.896 Tap 0.716 Type 0.883

RESULT - Phase 2 Test performed: Pearson's chi-squared test, where interaction types were independent variable and emotions were dependent variable. Proved hypothesis 1: The results showed that there is significant relationship between different interaction types with satisfaction, surprise and entertainment in emotions (p ≤ 0.05) for social networking applications. Proved hypothesis 2: There is significant relationship between different interaction types with satisfaction (p ≤ 0.05) in emotions for video entertainment applications.


Classification of mobile interaction type based on human emotion

LIMITATIONS AND FUTURE SCOPE The current study was carried out on a small sample size (n=60). There were few external parameters (current mood, engagement etc.) that influenced participants while filling up the questionnaire. The emotional state of the participant while responding to the questionnaire was not captured. This can be captured in future study. These results can be used to iterate or enhance existing applications. This study can be performed on other genres as well such as gaming, finance, utility, health and fitness etc.


P O R T F O L I O

4. AIMPLIFY - A CAREER GUIDANCE PLATFORM Career Guidance App to help students and parents to choose the right Career Path after +2 based on the student’s interest and strength.


AIMPLIFY - A CAREER GUIDANCE PLATFORM DESIGN BRIEF To build an interactive system that will create awareness among the parents and students, the importance of choosing a career based on their interests and strengths. User Group: From students of class 9 to students who have completed their graduation.

DESIGN PROCESS Brainstorm

Data Analysis

User Study

Persona

Competitor Analysis

Wireframes

Conceptualization

Prototyping

USER RESEARCH TECHNIQUES ADOPTED 1. Contextual Inquiry 2. Grounded Theory 3. Questionnaire 4. Interviews

CONTEXTUAL INQUIRY Flow Model

Students

Parents L ffe earn r en ab an Gu t s ou id d tre t un e t am de he i rs r s ta kid nd s th em Focus Area

id rov

P

Admin/Staff

e

Fin

c an

Career Guidance Ga

Education

pp

u eS

G

s ed Ne

Fame and more students

ort

e

nc

a uid

di

in

ss ne dge e re a wl Aw Kno d an

Pr ov id

eG

kn

ow

led

ge

uid

an

ce

Teacher/ Counselors

School/college

The flow model captures communication and coordination between people to accomplish work. The flow of information between the various stakeholders were observed with respect to career guidance.


AIMPLIFY - A Career Guidance platform

Sequence Model The sequence model shows the detailed steps performed to accomplish each task important to the work. Here it was difficult to obtain a proper sequence, so a previous experience of a student was considered and noted down.

01

Student finds out about any career guidance seminar

Calls/Enquires about the seminar

03

Chooses the seminar according to his own convenience

04

Discusses with parents

05

Parents agree, so all go to the seminar

Seminar talks about the career options after class 10th

07

08

Parents also ask relevant doubts

Parents interact with other parents

11

10

They find parents with similar thought

Both parents now discuss about their kids talents and try to show their kids are better

12

13

06

Student asks about questions as and when related to his interest Student listens to answers

09

02

12

Parents compare their kids with other

14

Tries to discuss this with their own kids

14

Parents not able to understand their kids interest

15

Student listens but shows disinterest

Argument happen between parents and

17

Student attends the rest of the seminar just for the sake of it

17

Both parents and students leave from the seminar

19

16

19

Discussion continues in the car while

18


AIMPLIFY - A Career Guidance platform

Culture Model

Event/Seminar

Internet and media

nd

Kn di ow ffe le re dg nt e se ab m ou in ar t s

Expert Council

Di

sc

c ien

er

xp

e eir

e/

Career Guidance

a e ts f th n e eo d r u st wa s e a ld m k s a fie tfor M ent t n pla r re pa fi fe blic d u p a in

to ted ld th a l e re fie ar Sh ge lar ed ticu l ow ar kn at p th

un

wi

us

th

st

he

ir k

k rst ids a an n dt d he m

de

no

wl

ed

ge

Parents

The cultural model captures culture and policy that constrain how work is done. It shows how people are constrained and how they work around those constraints to make sure the work is done. As per the sequence model, culture model was made. It shows how each element is related.

Physical Model

Artifact Model

Mike

Chair

Table

The physical model shows the physical environment as it supports or gets in the way of the work. The above diagram shows the layout of the seminar.

Projector screen

Projector

The artifact model shows the artifacts that are created and used in doing the work.


AIMPLIFY - A Career Guidance platform

GROUNDED THEORY


AIMPLIFY - A Career Guidance platform

OBSERVATIONS AND INSIGHTS FROM USER RESEARCH Students said that they were not aware of the future career options of the field they were choosing.

Students said that they should discuss about their career with their family.

Students said that they have chosen their career after speaking to working professionals and talking to experts to get better insights.

Students did not have all three branches (Science, Commerce, Arts) in their school to choose for class 11.

INSIGHTS Students are very happy after they have changed their original field selected at a later stage because they were not happy with the previous choice.

Parents told that they feel their child needs career guidance.

Students who have explored a career guidance website feel the website is not that interesting.

Parents told that they are not able give proper time to your child

Parents told that they discuss about career only when it is required.

COMPETITOR ANALYSIS AND BENCHMARKING Competitor CareerGuide.com

Career360.com Wintelligence

Shiksha.com

CareerFutura Tutrapp Quora

Career Test

Test Report

Interaction with experts

Career Options

College Planning

Language

Student Parent Interaction


AIMPLIFY - A Career Guidance platform

USER PERSONAS MOHIT ARORA Personality - Friendly - Fun loving - Playful

Motivation - Wants to get a job that pays well

Age: 17 years Education: Class 11 Location: New Delhi Gender: Male Higher studies: Undecided

Goals

Student’s Persona

- Be financially independent - To explore other careers and determine if he should advance in his career - To be successful and happy in life

Frustrations

“I am looking out for a platform that provides me the information about the various career options and their future scopes so that I can choose a career as per my interest.”

- I am unsure of what career I would take after my school. - There is no proper platform that provides information of the various fields that a student can choose after 12th. - I generally discuss my issues with my parents, but they are not always available.

Devices Used

Desktop

Laptop

Smart Phone

Tablet

ASHA GUPTA Motivation - Want my daughter to get a stable job - Performance of relative’s and colleague’s children

Goals

Parent’s Persona

Age: 47 years Profession: Bank Employee Location: New Delhi No. of children: 1 Age of the child: 16 yrs

“I want to be actively engaged in my daughter’s education, but sometimes work doesn’t allow it.”

- To ensure that my daughter gets proper education - To take out time from my busy schedule so that I can make time for my daughter - To be successful and happy in life

Frustrations - Work hours are not flexible - Not able to find proper time for my daughter - I want to understand my child’s growth and her progress on a weekly basis apart from what is sent from school.

Devices Used

Desktop

Laptop

Smart Phone

Tablet


AIMPLIFY - A Career Guidance platform

SCENARIO- BEFORE

Mohit Mohitand andhis hisfriends friendswere were discussing discussing abouttheir theircareer careerchoices choices with with each each other. about other. He is in a state of confusion He is in a state of confusion as he is as he is yet to decide on his career yet to decide on his career.

Mohit liked one of his friends choice and decides to take up the same career.

Mohit comes home discusses the same with parents

Mohit’s parents are not much aware of this particular field and ask Mohit to tell about the future

Mohit could not explain much as he was also not aware about the field

Mohit’s parents ask him to drop the idea and take up a field as per their choice

Mohit gets angry but feel helpless as he now has to do what his parents have told him

Mohit studies the stream suggested by his parents but is not that happy

Mohit comes home with his mark-sheet after finishing his semester with not that satisfactory marks. Everyone is unhappy.

The above scenario was made to show the present situation where the persona could not accomplish the goals without using the system.


AIMPLIFY - A Career Guidance platform

SCENARIO- AFTER

Mohitand andhis his friends friends were were discussing discussing Mohit abouttheir theircareer careerchoices choices with with each about eachother. other. He is in a state of confusion He is in a state of confusion as he is as he is yet to decide on his career yet to decide on his career.

Mohit discusses about his interest with his parents

Mohit comes home discusses the same with parents

Mohit’s parents are not much aware of this particular field and ask Mohit to tell about the future

Mohit was alone not aware about it so takes out the mobile app and discusses about it with his parents.

After going through the application now everyone agree to with Mohit’s interest.

Mohit goes to school happily

Mohit Studies his interested stream and enjoys the subject now

Mohit comes home with his mark-sheet after finishing his semester with excellent marks. Everyone is happy now.

The above scenario was made to show the situation where the persona could accomplish the goals using the system.


AIMPLIFY - A Career Guidance platform

CONCEPT Gaming platform that allows student to give the career test according to their interest and strength. The report generated after the test is shared with parents and subject matter expert. 5 levels of the game are as follows:

Level 1

Level 2

Activities of my Interest

WIREFRAMES

Level 3

What I would like to learn

My Strengths

Level 4

Level 5

Aptitude test on my strengths and interests

Personality Test


AIMPLIFY - A Career Guidance platform

VISUAL LANGUAGE AND BRAND IDENTITY

Aim

Growth

COLOR AND ACCENT

# FF9800

# DA5427

# 4B5E76

#586D87

Shades of Yellow and Blue has been used for making the logo for this system. The shade of yellow provides clarity, warmth and optimism. This color goes with the motive of career guidance. The orange color used signifies cheerfulness, confidence and friendly. This color goes with the target audience that are mainly students. The blue color makes the application trustable, dependable.

Tag-line: A simple way to amplify your Aim.

FINAL LOGO


AIMPLIFY - A Career Guidance platform

VISUAL DESIGN OF THE SCREENS

mohit.arora@gmail.com

01

********* SIGN IN

Login Screen

Forgot Password

Don’t have an account? Sign Up

02 Home Page

CAREER TEST

1

03

Select Level START

CAREER ASSESSMENT REPORT

Amplify your Aim

Personal Details

04

Name: Mohit Arora Email ID: mohit.arora@gmail.com

Age: 18 years Parent’s Email: rushal.arora@gmail.com

Suggested Professions

Test Report Astronaut

Scientist

Physicist

Scores

Level 1

Level 2

10

20

30

40

50

60

70

80

90

100


P O R T F O L I O

5. RIGHTFIT - VIRTUAL FITTING ROOM (FREELANCE PROJECT) RightFit is a virtual ďŹ tting room product for clothing and accessories. Including shoes, clothes, jewelry and cosmetics.


RIGHTFIT - VIRTUAL FITTING ROOM ABOUT THE PRODUCT RightFit is a virtual fitting room product for clothing and accessories. Including shoes, clothes, jewelry and cosmetics. This is for the modern urban youth market globally. Visitors to RightFit's flagship can get their bodies 3D scanned, the measurements from which are recorded. Later, using these measurements the user gets suggestions while buying.

Overview CLIENT & SECTOR

PROJECT TYPE

SERVICES

RightFit Ecommerce

System Design Android Application

Logo Design and Branding System Architecture Wireframes UI Design

Logo Design and Branding

# 2196f3

# 3f51b5

# 6700

#09c95b

A combination of blues and orange to give the application a fresh appeal. The two shades of blue creates a feeling of reliability and sophistication. Orange the application a very fresh feel.


RIGHTFIT - A Virtual Fitting Room

INFORMATION ARCHITECTURE FOR A BUYER


RIGHTFIT - A Virtual Fitting Room


RIGHTFIT - A Virtual Fitting Room


RIGHTFIT - A Virtual Fitting Room

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Luis Parkar

New York

Planning to buy this shirt!!

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12m ago


RIGHTFIT - A Virtual Fitting Room

VISUAL DESIGNS

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