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52 weeks of interaction design — Week 1: A palpable card fling

Saleh Riaz Qureshi
Bootcamp
Published in
3 min readJan 16, 2021

This mini-article is part 1 of a 52-part series — 52 Weeks of Interaction Design by Saleh Riaz. The series is meant to be a personal project. Read more about it in the introductory article or find all interactions here.

Creating a new project sprint

Week 1 — A Palpable Card Fling

Use case

The project manager shall easily select and add tasks to create a new project sprint. The ability to peak a task quickly shall also be present.

Understanding and defining the problem

John, who happens to be a project manager for a valley-based startup called Startup XYZ is managing a small cross-functional team of designers, developers, and testers.

According to John, he takes a ferry every day to work and while sipping his coffee, he has 10–15 free minutes in which he wants to be able to quickly create a weekly sprint before entering the office so every Monday, he can gather the team for a standup meeting and discuss the sprint. The sprint can also be for a single team only.

So the task at hand is to design a user flow for a project management app where the project manager can simply look at the tasks and quickly create a sprint.

Discovering possible options

A small independent ideation workshop was conducted where possible ideas were Quick wireframes were designed first to define a solution space onto which multiple options were prototyped.

Ideation and wireframing

Prototyping the interaction

The designs were tested on screen by screen. Hi-fidelity designs were crafted for each idea and the screens were prototyped according to the defined flow. A modern design was created. The projects’ home screen had the active elements and each project had its most important elements up front. The project has a dashboard-like-view to display important information such as task breakdown. Cards were used to represent the task and very human interaction was employed to add them to the sprint — fling. It's a very humanizing interaction because it depicts the activity of sorting or dealing with a deck of cards. The user can glance at the details of the task as well. The final screen is a lovely feedback animation that shows that the sprint has been completed.

All the animations and interactions were paced at 0.4s to follow Doherty’s Law of UX Design. A nice little cubic-bezier function is used as well for smooth transitions.

Interactive prototype

Testing the design

What design is design without actually testing the product, right? Before sending out the prototype to our stakeholders, I tested the app interactions on a real device myself. There were multiple changes noted and done to improve the usability of the screens.

Testing the prototype in an actual device

52 weeks of interaction design is a personal project by Saleh who is a product designer. The intention of this project is to create humanizing, unconventional designs since the design must always keep evolving, and creating unique designs is essential to give products a unique identity.

Saleh is a product designer working on digital products, crafting their concepts, interactions, and experiences. Find more about him on Behance, Dribbble, LinkedIn, and Twitter

Bootcamp
Bootcamp

Published in Bootcamp

From idea to product, one lesson at a time. To submit your story: https://tinyurl.com/bootspub1

Saleh Riaz Qureshi
Saleh Riaz Qureshi

Written by Saleh Riaz Qureshi

I craft designs, products, interactions, food and my life. www.salehriaz.com

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