My UX Portfolio Presentation | Hired at Amazon and IBM (Springboard Graduate)

Sharon Yeun Kim
5 Feb 202220:02

Summary

TLDRSharon, a third-year student at Parsons School of Design, shares her UX presentation that secured her offers from Amazon and IBM. She discusses her accountability app for college students, highlighting the project's background, research, and design process. Sharon emphasizes the importance of accountability in achieving personal goals, detailing user interviews, competitive analysis, and iterative design improvements. She also provides tips for creating an effective UX presentation, including storytelling, conciseness, and visual clarity.

Takeaways

  • πŸŽ“ The presenter, Sharon, is a third-year undergraduate student at Parsons School of Design.
  • πŸ“š The first project presented is an accountability app for college students, highlighting a gap between achieving academic and personal goals.
  • πŸ” Sharon conducted white paper research on goal setting, motivation, and the psychology behind it, discovering that public commitments and accountability partners significantly increase the likelihood of achieving goals.
  • πŸ“Š A competitive analysis of existing productivity apps revealed a lack of accountability features, which users found important for goal achievement.
  • πŸ—£οΈ Through interviews with eight students, Sharon identified key themes of community, motivation, and performance as crucial for accountability.
  • πŸ“ˆ The app design process involved multiple iterations, with significant changes based on user feedback, including removing bottom navigation and incorporating a broadcast feed for social proof and engagement.
  • πŸ‘₯ The app emphasizes the importance of having accountability partners to provide extrinsic motivation and avoid social consequences of not achieving goals.
  • πŸ“… The app design includes features for tracking, managing, and executing goals, with customization options to cater to the college student's schedule and preferences.
  • πŸ“ Users are required to provide evidence of goal completion, which is shared in an accountability feed, ensuring commitment and transparency.
  • πŸ›  The design system and style guide were carefully considered, with a focus on color psychology and UI consistency, moving from a gradient to a flat design for better readability and accessibility.
  • πŸ’‘ Sharon acknowledges the importance of designing with intentionality and the value of continuous improvement through feedback, as well as considering WCAG standards for accessibility in future projects.

Q & A

  • What is the main topic of Sharon's UX presentation?

    -The main topic of Sharon's UX presentation is about her experience creating a presentation that led to UX design offers from Amazon and IBM, focusing on an accountability app for college students.

  • What is the purpose of the accountability app Sharon designed?

    -The purpose of the accountability app is to help college students achieve their personal goals as successfully as their academic goals by incorporating an accountability partner and a social media-like feed to post evidence of goal completion.

  • What inspired Sharon to focus on personal goal achievement in her project?

    -Sharon was inspired to focus on personal goal achievement after noticing a disconnect between how college students persevere with academic goals versus personal goals, with the latter often not being achieved.

  • What research methods did Sharon use to understand the problem of personal goal achievement among college students?

    -Sharon used white paper research, competitive analysis of popular goal-setting apps, and interviews with eight students across various majors to gather insights into why students struggle with personal goal achievement.

  • What was the key statistic Sharon found during her research that influenced her design?

    -Sharon found a statistic from the American Society of Training and Development stating that people are 65% likely to meet a goal after making it public, but this success rate increases to 95% when they have a specific accountability partner.

  • How did Sharon approach the design of the app to ensure it met the needs of her target audience?

    -Sharon iterated the design over four weeks, making four major improvements based on feedback from student users. She focused on simplifying navigation, using a broadcast feed for posting goal evidence, accommodating habit-like goals, and providing a guided onboarding experience.

  • What design elements did Sharon consider in creating the app's interface?

    -Sharon considered color psychology, with orange symbolizing motivation, and created a design system for consistency. She also moved from a gradient to a flat design to improve readability and accessibility.

  • What was the significance of the 'accountability feed' feature in Sharon's app design?

    -The 'accountability feed' is a social media-like feature where users can post evidence of their goal completion, which encourages better behavior and public accountability, increasing the likelihood of achieving goals.

  • How did Sharon address the issue of flexibility in goal setting within her app?

    -Sharon included features that allowed users to push back deadlines or skip goals, providing flexibility that was important to her student testers who might have unexpected circumstances arise.

  • What advice does Sharon give for creating an effective UX presentation?

    -Sharon advises to focus on storytelling, keep the presentation structure clean and not overloaded with information, and to design with intentionality. She also emphasizes the importance of feedback and continuous improvement.

  • What was Sharon's experience with Springboard, and how did it contribute to her success?

    -Sharon took Springboard during her gap year, which allowed her to create the UX design project that led to offers from Amazon and IBM. She credits Springboard for helping her develop her skills and build her portfolio.

Outlines

00:00

πŸŽ“ UX Design Presentation Insights

Sharon, a third-year undergraduate at Parsons School of Design, introduces her UX presentation that secured her design offers from Amazon and IBM. She emphasizes the uniqueness of individual presentations and shares her process, starting with a disclaimer about the lack of a one-size-fits-all template. The presentation dives into her personal projects, including an accountability app for college students, developed over 12 weeks during a bootcamp with Springboard. Sharon discusses the initial problem discovery, highlighting the disparity between students' achievements in academic versus personal goals. She conducted white paper research on goal setting psychology and found that making goals public or having an accountability partner significantly increases the likelihood of achieving them. A competitive analysis of popular apps revealed a lack of effective accountability features. User interviews with eight students across various majors provided insights into goal setting challenges, leading to affinity mapping that identified themes of community, motivation, and performance. The app design process involved multiple iterations based on feedback, focusing on accountability features like accountability partners, a broadcast feed for posting goal evidence, and a guided onboarding experience. Sharon concludes with a reflection on her presentation skills and an offer for viewers to use her discount code for Springboard's UX design courses.

05:01

πŸ” Deep Dive into User Research and Design Iteration

This section delves deeper into Sharon's user research process and the iterative design approach she took to develop the accountability app. She details the importance of understanding the user's journey and the role of accountability in achieving goals. Sharon found that without consequences, motivation to achieve personal goals often declines. Through interviews, she gathered insights that informed the design, focusing on community, motivation, and performance as interconnected themes that foster accountability. The design process included exploring different directions, from augmented reality to a simple smartphone app, and ultimately deciding on an app due to accessibility and effectiveness. Sharon iterated the app design over four weeks, making significant improvements such as removing bottom navigation for a more natural user flow, switching to a broadcast feed for social media-like engagement, recognizing the preference for habit-like goals over milestone goals, and implementing a guided onboarding experience. She also discusses the importance of considering edge cases like deadline extensions and skipped goals to provide flexibility.

10:02

πŸ› οΈ Finalizing the App Design and Reflecting on the Process

In this paragraph, Sharon outlines the final design elements of the accountability app. She discusses the inclusion of accountability partners to provide extrinsic motivation and social consequences, a feature for tracking and managing goals with customizable parameters, and an evidence submission system to ensure commitment. The app also considers flexibility with features for pushing back deadlines or skipping goals. Sharon emphasizes the importance of design with intentionality, creating a design system and style guide that considers color psychology and UI accessibility. She reflects on the project, noting areas for improvement such as exploring additional scheduling options, incorporating monetary consequences, and further considering WCAG standards for accessibility. She concludes by reiterating the importance of designing with intentionality and the lessons learned from the project.

15:04

πŸ“‘ Presentation Structure and Call for Feedback

The final paragraph focuses on the structure of Sharon's presentation and her openness to feedback. She reviews her storytelling approach, emphasizing the personal interest in the project prompt and the importance of conciseness and clarity in presentation. Sharon suggests improvements such as simplifying slide content to enhance understanding and using screen sharing to demonstrate prototype interactions more effectively. She expresses gratitude to Springboard for their role in her UX design journey and offers a discount code for potential students. Sharon also provides a tutorial on how to structure presentations using Google Slides, discussing presenter view setup, speaker notes placement, and visual reuse from her Figma designs. She concludes by inviting viewers to share their suggestions for improvement and thanking them for their engagement.

Mindmap

Keywords

πŸ’‘UX Presentation

A UX (User Experience) Presentation is a demonstration of the design process and outcomes related to user-centered design. In the context of the video, the presenter, Sharon, discusses her UX presentation which led to job offers from Amazon and IBM. The presentation includes her approach to design, research, and problem-solving in creating an accountability app for college students.

πŸ’‘Accountability App

An Accountability App is a tool designed to help users achieve their goals by creating a sense of responsibility through tracking and reporting progress. In the video, Sharon's project was to design such an app for college students, focusing on the discrepancy between achieving academic versus personal goals and how the app could bridge that gap.

πŸ’‘Personal Goals

Personal Goals refer to objectives that individuals set for themselves outside of professional or academic requirements. In the script, Sharon identifies a problem where college students struggle to achieve personal goals as successfully as academic ones, which her app aims to address.

πŸ’‘White Paper Research

White Paper Research involves in-depth investigation and analysis on a specific topic, often used in academic or professional settings to inform decision-making. Sharon used this method to explore the psychology of goal setting and motivation, which influenced her app design.

πŸ’‘Competitive Analysis

Competitive Analysis is the process of evaluating similar products or services in the market to understand their strengths and weaknesses. Sharon conducted a competitive analysis of popular goal-setting apps to identify areas for improvement in her own design.

πŸ’‘Affinity Mapping

Affinity Mapping is a data organization technique used to find patterns and relationships among ideas. Sharon used affinity mapping to organize insights from her research, leading to the identification of themes that influenced the app's features.

πŸ’‘User Persona

A User Persona is a fictional character created to represent the typical users of a product or service. Sharon developed a user persona based on her research to better understand the needs and behaviors of college students interacting with her app.

πŸ’‘Iterative Design

Iterative Design is a process of repeated cycles of design and testing to refine and improve a product. Sharon's design process for the app included several iterations based on feedback from student users, demonstrating the iterative nature of UX design.

πŸ’‘UI/UX Design

UI/UX Design refers to the process of designing user interfaces (UI) and user experiences (UX) to make products easy and enjoyable to use. Sharon's presentation details her approach to UI/UX design for the accountability app, including decisions on navigation, aesthetics, and functionality.

πŸ’‘Accessibility

Accessibility in design refers to the inclusive practice of ensuring products can be used by people with a wide range of abilities. Sharon mentions considering WCAG (Web Content Accessibility Guidelines) standards to improve the app's design for better readability and usability.

πŸ’‘Prototyping

Prototyping is the creation of a sample or model of a product to test and refine its design. Sharon discusses using Figma to create a prototype of her app, which allowed her to demonstrate the interactions and flow of the app during her presentation.

πŸ’‘Feedback

Feedback is the process of receiving and incorporating comments and suggestions from others to improve a product or idea. Sharon emphasizes the importance of feedback in her design process, as it helped her make significant improvements to the app's design and functionality.

Highlights

Sharon's UX presentation led to offers from Amazon and IBM, showcasing its effectiveness.

No one-size-fits-all template for presentations; Sharon's is shared for transparency and learning.

Sharon is a third-year undergraduate student at Parsons School of Design.

The first project is an accountability app for college students, addressing the gap between academic and personal goal achievements.

White paper research delves into psychology of goal setting and motivation.

A statistic reveals that public goal setting increases the likelihood of success dramatically.

Competitive analysis of popular apps shows a lack of accountability features.

User interviews reveal insights into why personal goals are often not achieved.

Affinity mapping organizes data into themes of community, motivation, and performance.

Accountability is key for goal achievement, with consequences playing a significant role.

The design process involved exploring different directions, including AR and VR, before settling on a smartphone app.

Iterative design improvements were made based on user feedback over four weeks.

Design solutions include accountability partners, goal tracking, and evidence submission.

Edge cases like deadline extensions and skipped goals were considered for flexibility.

A design system and style guide were created with considerations for color psychology and UI consistency.

UI design evolved from a gradient to a flat design for better readability and accessibility.

Sharon reflects on the importance of designing with intentionality and the lessons learned from the project.

The second project is under NDA and cannot be publicly shared, but the process is similar to the first.

Sharon offers a discount code 'sharonkim' for Springboard's UX design courses and shares a tutorial on structuring DSLR.

Presentation tips include storytelling, conciseness, clean structure, and effective use of visuals.

Sharon emphasizes the importance of feedback and continuous improvement in the design process.

Transcripts

play00:00

this is the exact ux presentation that

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i've shown to both amazon ibm that gave

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me ux design offers afterwards so a

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really quick disclaimer i feel there is

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no template for creating a presentation

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everyone's is going to look different

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and yours does not have to look like

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mine but for the sake of transparency i

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really do hope that my presentation

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things that i've done my mistakes could

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help you within your presentation as

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well so without further ado i'm going to

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open my google slides and let's jump

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straight into the video

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hi my name's sharon i'm a third year

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undergraduate student at parsons school

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of design and for the two projects i'd

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like to show you today the first is an

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accountability app for college students

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and to give some background this was a

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solo project done over the span of 12

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weeks it was completed at a bootcamp

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over my gap year called springboard and

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they allowed us to create this project

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on any project prompt of our choice

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so going back to the initial problem

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discovery as a college student i've

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noticed how many of my peers and i were

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able to persevere towards our academic

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pursuits we have say a really hard

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project due the next week we might

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struggle a lot with it but we always

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manage to power through maybe pull a few

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all-nighters in order to get that

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project done by that deadline yet on the

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other hand if my friends would tell

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themselves hey sharon i want to wake up

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earlier and set more personal goals it

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usually never ends up happening or

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succeeding so this sparked the question

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in me

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of why was there this disconnect between

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achieving our academic goals versus our

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personal goals

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more specifically the problem was

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college students failed to accomplish

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their personal goals as successfully as

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their academic goals

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so i'm really passionate about personal

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development everything and before going

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into specifically this problem before

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touching the visual elements of design i

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started off with white paper research i

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wanted to first dive into the psychology

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of goal setting motivation and the

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mindset needed and during this research

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i stumbled upon a really interesting

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statistic from the american society of

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training and development

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and this statistic was

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people are 65 percent likely to meet a

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goal after making that goal public but

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their chances of success increase to 95

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percent when they have a specific

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accountability partner to report to

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personally i have never heard about this

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before and although i thought it was

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super interesting i still just wanted to

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keep this in the back of my mind while i

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did other research and expand my horizon

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so then moving on since the space is

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more you know goal setting and of

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productivity i believe it is still a

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pretty saturated space so i also

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conducted a competitive analysis of the

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four most popular apps within that space

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to see what was working or what could be

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improved and how i can reflect that

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within my own design and with that i

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found these four apps

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overall i found that this competition

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had little to no aspect of this

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accountability to help the user achieve

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their goals

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stick the second most app from the left

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had the most accountability and

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accountability partners integrated

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however due to really bad ui it was

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overall just reviewed really poorly and

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it ranked pretty low on the app store

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but overall looking at the reviews of

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all these apps users state that they can

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flake on their goals due to not enough

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pressure they still they still didn't

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feel held down enough towards achieving

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their goals

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and although i saw from my competitive

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analysis and white paper research that

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accountability was important i wanted to

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hear firsthand my target audience's

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experiences to cater the final product

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towards their needs i wanted to hear it

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from the user themselves

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so with eight students across a variety

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of majors engineering design fashion i

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asked them questions below to find some

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trends on why they failed at some goals

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versus others questions like tell me

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about the last school you set what

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motivated you to start in the first

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place what was the most difficult part

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of trying to achieve your goal and most

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importantly tell me you did have to do

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something difficult as a goal but you

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yet pushed through and accomplished it

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and with these insights i organized all

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my data through affinity mapping i took

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their quotes and put it together within

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an affinity map trying to find like

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trends together eventually forming nine

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main insights and three main themes

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so what did i find

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and based on the trends in my affinity

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map three major themes of community

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motivation and and performance stood out

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and then when i took a step back and

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thought about how these major themes

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also connect together i realize they

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work with each other to promote this

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aspect of accountability

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if you're within a community you have a

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more positive environment to encourage

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you towards those goals it increases

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then your motivation and hence your

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performance

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but within this aspect of overarching

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accountability more specifically i found

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that my interviewees were three times

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more likely to succeed when there was

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indeed this accountability for their

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goals

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i've noticed how if there's no real pain

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or consequence associated with not

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achieving their goal as was the case in

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previous apps they used motivation to

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continue ceased to exist

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and even when mapping out the journey of

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this college student user their process

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for going about a goal went like they

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first start they're very motivated they

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have a lot of intrinsic motivation

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saying this time is going to be

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different then they end up trying maybe

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they're successful for a few days or a

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few weeks but eventually that internal

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motivation

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does seem to wane and they eventually

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don't feel like it anymore

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and usually it's at that point

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that they get stuck

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so this compared to their academic goals

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they too ultimately don't feel like

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anymore they don't want to finish that

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paper but what was the difference

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and the difference was there was a

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consequence if yeah if i don't wake up

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earlier nothing bad is going to happen

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but if i don't finish my paper i am

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going to get a bad grade i'm going to

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feel maybe feel this class something bad

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they don't want to happen so most of

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that accountability was due to that sort

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of social or whatever type of pain or

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consequence

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so now overall i had a better

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understanding of my user my persona they

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like to set goals but it's hard to stay

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consistent with those goals due to a

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lack of that accountability within that

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conflict with that within that

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conflicting stage

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so overall this became my question for

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design how might we make college

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students feel more responsible and

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accountable for their personal goals

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so now i'm moving forward to design

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at first when approaching the design

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aspect i spent actually two weeks trying

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to play with three different directions

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not even just um in app interface but

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even augmented reality virtual reality

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and also the absolution

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however upon thinking about the effects

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of each i realized that through testing

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and talking to my users on a daily basis

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using either augmented or virtual

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reality through say accountability

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classes that i've done that was an idea

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or an augmented reality mirror to help

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visualize our goals might be more of a

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hassle and not as accessible versus the

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bene versus the benefits of it just

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being an absolution the same effects

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could be achieved through a simple

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smartphone app hence i stuck to an app

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for the final solution platform

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and this just to give you an idea here

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was the extent of how i tried going with

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accountability glasses

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but upon feedback this seemed a little

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bit to george orwell 1984 of like

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monitoring what they were doing so i

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totally scratched that idea then to

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determine the flows for this app design

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i asked myself well what is the main

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point of this app what is the easiest

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way to get the user there

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well the overall goal is you set a goal

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then you achieve it through

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accountability and do then it would also

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make sense to follow up with that goal

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and manage your goals perhaps

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and upon constant testing and

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explorations of various flows towards

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the main app design

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i continually iterated this design over

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the span of four weeks with four major

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improvements based on various feedback

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from eight of my student users

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the first major improvement was removal

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of the bottom navigation the home page

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itself became the navigation towards

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major parts of the app and the reason

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why that is because based on mentor

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feedback letting the user naturally flow

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to the other parts of the app seemed to

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be a better fit and at first i desired a

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bottom navigation tab to allow ease of

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adaption for the user but then again if

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the main point of the app is to

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help them get to you know accomplishing

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their goals and setting evidence for

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their goals later on which it might just

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be easier to cut out the tabs and go

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straight straight to the main task of

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the app

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secondly is switching to a broadcast

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feed so overall the way this app works

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is that you choose an accountability

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partner you tell them your goals and

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then you have to send evidence for your

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goals and at first the medium i wanted

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to send this evidence to was through

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like was through a chat room however

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based on feedback having a more social

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media-like feed to

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post your evidence encourages better

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behavior at it as it appears more public

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than a private chat also if it was like

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just a chat room why not just use

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imessage instead it seemed a little too

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you know not as special as it could be

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for this app design

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plus switching it to more the broadcast

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social media like feed allows instant

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gratification of likes and comments to

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encourage further use

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the third major improvement is realizing

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how students desire habit-like goals

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instead of instead of these major

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milestone-like goals

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before receiving feedback i was first

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under the impression that students would

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like to set major goals like you know

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they also want to start a youtube

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channel or like do this really cool side

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project when in reality they told me

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that they they're looking to have more

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consistency with repetitive goals such

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as waking up on time or drinking more

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water

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and lastly the fourth major improvement

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was a guided onboarding experience so

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previously when they first download this

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app i added some nice ui illustrations

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however upon speaking with my mentor it

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was instead useful to have more low

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fidelity ui that is indicative of how

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the app would work although the left

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hand illustrations are a lot prettier

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the right hand side is more functional

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and useful so that was the fourth major

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change

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and then upon all this iteration and

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feedback to move on to what this final

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solution and designs were

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first is having accountability partners

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as i mentioned before within my

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whitepaper research you can increase

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your chances of accomplishment up to 95

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when you have a specific accountability

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partner they provide a source of

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extrinsic motivation to not get caught

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in the conflicting stage of the user

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journey it also it prompts the user to

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want to avoid social consequences of not

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completing that goal

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secondly to cater to the second flow

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here is where you can track manage and

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execute all your goals at once

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to cater specifically towards the

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college student persona there is a

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schedule depending on the day to help

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cater towards your classes and you can

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also customize and set different

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parameters for each goal as well

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and lastly and this is the most

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important part of the app is not only do

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you set a goal and have an

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accountability partner but you have to

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send evidence and engage with that

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accountability partner you send a proof

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of completion of your goals and this

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proof of evidence makes sure you lock

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down your commitments instead of

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possibly you know

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you you just say that you've done it

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when in reality you don't and you don't

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have anything to show for it you can see

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all of this within a larger

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accountability feed which you see on the

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right hand side

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and lastly the fourth major design of of

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this app is considering the edge cases

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of maybe you want to push back a

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deadline or skipping a goal showed up to

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be very mandatory as many of my student

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testers wanted that extra flexibility

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say if things did come up yeah you know

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i had a super late night yesterday like

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my car broke down and i just couldn't

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really do this on time so having a bit

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more flexibility was something

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that was integral to the design of this

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app

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then to touch upon the design system and

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the style guide that i've created

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i overall considered the color

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psychology and i found that orange

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symbolized the color of motivation hence

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that became my primary color plus for

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the actual app interface i looked at my

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competitors to see how they formatted

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their ui how did they structure the um

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their interface for the home screen

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so considering all these into

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perspective i created a bunch of

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different sketches and created this

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design system to stay consistent and use

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that within my own app design

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and lastly to note about the ui design i

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also did change it from first a gradient

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to more flat design as i realize there

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are very little apps that use more of a

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gradient it could cause readability

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accessibility issues and also the

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removal of the orange gradient better

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adhere to fit wcag standards

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now looking back on this project if i

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had more time i would really like to

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explore more the boundaries of

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scheduling more opportunities for

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college students see different ways to

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increase accountability maybe not just

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social consequences of you know like you

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between you and your accountability

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partner but maybe there's a slight

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monetary consequence as well or even add

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flexibility towards different types of

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students maybe there are students who

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may not like habit-like goals but maybe

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they do want more milestone like goals

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for perhaps more larger goal they set

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for themselves

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plus i would also like to consider wcag

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standards more in terms of the

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accessibility of the design as well and

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overall the main takeaway and moving

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forward and what i might do differently

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is remember to always design with

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intentionality and working fully through

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this project taught me the importance of

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doing that and thinking about every

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element of the project and how it

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ultimately would all come together to

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contribute to the end result

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so that was a major case study that i

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presented the second project is more of

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an nda project non-disclosure agreement

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so i can't publicly show that here

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however i will just skip through it

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really quickly to give you a general

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sense of

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of the flow but it's pretty similar you

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have the

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you have the main page you go into some

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brief details of like who your team was

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what your role was tools a general

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description and same thing of

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doing the the storytelling of having the

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storytelling what you've done what has

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already been done and go through that

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same similar process

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so taking a look back at my presentation

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i think what i've done well was that

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storytelling aspect of why we're even

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personally interested in doing that

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project prompt in the first place you

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know if it's not say like a company type

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of project um however i think i could

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yeah i think i could have just made some

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parts a little bit more concise and not

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seem as rambly um i want to know what

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you guys think i'm always open to

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feedback as well and also making the

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presentation structure really clean do

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not cram it with information and milster

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should be like two to three sentences or

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bullet points per slide and you just

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flush out that visual sort of cue with

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your words within the presentation one

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last thing this was a major i don't want

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to say a mistake but improvement that i

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noticed i should work on after i did

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these interviews was i was speaking to

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one of my interviewers afterwards and he

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told me that although having gifs of the

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interactions are nice he wasn't able to

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see how those interactions are also

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intentionally thought out so maybe

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screen sharing and showing like your

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actual figma file prototype mode and

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then like clicking through it might be

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might be uh a better way to do it but

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who knows that's something for me to

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figure out but if you have suggestions

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feel free to let me know down in the

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comments and before i move on i do

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really just want to thank my bootcamp

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springboard for helping me create this

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ux design project like literally if i

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didn't take springboard during my gap

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year there was no way i could have

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either gotten to colgate got the offer

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from ibm or amazon so and if you are

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interested in like kind of honing your

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skills for ux design or creating a

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portfolio do feel free to use my code

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sharonkim to get 1 000 off your ux

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design tuition and i'll also leave the

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link in the description box below i'm

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also going to give a very quick tutorial

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on how i like structured dslr so you can

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see what i'm doing so let me go back to

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my computer alright so you see here this

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is my presentation i've used google

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slides you can use google slides to use

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keynote whatever you're comfortable with

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and say if you are online doing

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interviews what i would do is like you

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know you're most likely going to be on

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some sort of video conference maybe it's

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zoom or like whatever video conferencing

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software that they use but for setting

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up the screen this is what i've done so

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you are in you do presenter view right

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here

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and then it's going to show up like this

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if you're a video calling with them

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they're probably going to show up as an

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icon or something on the sidebar or on

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the bottom however it is but what i

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would do

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is have

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like minimize a screen like this

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so it's sort of you know

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say about this size right you see i'm

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recording here um but you have that say

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on the bottom here

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and then you have all your speaker notes

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and you drag that to the top and make

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sure it's actually within the middle of

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the screen and the reason why that is is

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because if you're reading off your

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speaker notes if you do read off of them

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they're going to be right here in the

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middle and as you read off of them it's

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your eye line is still like

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near the computer camera so it's going

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to be hard to tell if you are like just

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talking to them or if you are reading

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off speaker notes it seems a little bit

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more natural visually also second thing

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i've done was write in the style that

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you speak in don't make it sound

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academic as it doesn't sound natural

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speaking when i was typing this up i

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made sure to really like increase the

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font size so it's easier to read and

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also i would highlight the heck out of

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it in yellows and greys whatever to

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create like to make it easier for me to

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know where i am within the script it

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really helps me to speak a little bit

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more smoothly

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so you move that to the bottom and when

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they give you the option to share screen

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you're only going to share this one

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chrome window so

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do delete any other chrome windows you

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have make this the only chrome window

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you have and once you do that they're

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only going to see this screen they will

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not see anything else

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and here

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to show you here is like my other notes

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that i've done

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and also if you can with these slides

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and you mostly have a website case study

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already done try to just reuse the

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visuals within your website case study

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within your actual presentation all the

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ones that i've made were made in figma i

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just exported it put it into my

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squarespace website then i also reused

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that for the presentation i know it's

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definitely not perfect looking back i do

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see a lot of mistakes there are i even

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saw like some spelling errors honestly

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but um overall it's not about making it

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perfect the first time but you just do

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it and then you keep asking for feedback

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and like you just keep improving upon it

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however you know i'm always open to

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growing if you have any suggestions for

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me to improve i'm more than happy to

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hear your suggestions as well so do let

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me know down in the comments if you have

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any clarifying questions or things you

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want to see more of thank you so much

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for watching and until next time

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