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UX Designer Joined about 2 years ago
Dylan hasn't posted any stories yet.
Nice try, Jin Yiang. https://youtu.be/Km5XQxRrQvw?t=46
Hey, looks nice and you clearly put a ton of work into this. Are you looking for feedback?
I think that there are some really awesome enhancements in here that improve some of the fringe features of the app. For the core music playing and browsing features though, I think that you're adding a lot of functionality where it doesn't really need to exist, and would only serve to add noise and complicate the UI for the majority of users who would not use the features. E.g. adding all of the shuffle/repeat/audio controls to the tiny mini player at the bottom of the screen, adding a full album/song browsing experience to the lock screen, UI customization, themes, click wheel, etc.
If this is intended to go into a portfolio, I would cut it down to just one area or feature of the app and focus on that. As someone who has written out long case studies before, I can tell you that nobody other than you is going to take the time to read through the whole thing. You're also going to need to talk through this in interviews, and having a fairly clear and focused problem where you can guide the interviewers through the understanding, ideation, workflow, and UI design phases will be much more effective in showing them your skills than having a hug multi-faceted project like this where there are so many variables and areas to consider that someone couldn't possibly grasp in 20 minutes or so.
You're clearly a talented designer and have some great stuff here, but I'd just like to see less.
I think that the higher specced versions leave the personal computer space and enter into the server space. $50k+ for a high CPU and high GPU compute server node isn't out of the question. I think that the XDR display is the most offensively priced.
Hey, I like what you've done with the redesign of the charging screen. It's one of those things that you don't really realize how much room it has for improvement until someone goes and does it.
I do think that you need to tread carefully introducing some of the marketing/brand building type stuff into the car UI. IMO, the car should have the sole purpose of clearly presenting essential information and controls without ulterior motives. I've already purchased the car, and the ownership experience itself reinforces the brand. There are times and places for this sort of thing, but not in the product itself IMO. If I could get an email or report in the app once per month with the same savings info, that would be a better balance of useful and promotional.
I do understand the "value over cost" concept, but I'm not sure that a selling technique serves the goal of creating a better experience for the user. When pulling into a supercharger, the key pieces of info that I need to know are how long it will take, how far I can drive on the charge, how much I'm paying for the service. The latter has been demoted in the hierarchy in service of brand building.
Simple solution: swap the savings and cost figures. I think that the savings message is sort of implicit in the rock-bottom price anyway. That $0.42 price itself could be something that you want to highlight, given that a tank of gas can cost $50+.
That aside, let's just assume that the promo stuff was a business requirement, in which case I think you did a great job putting the financial and environmental impact in terms that are easy to understand.
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