Application Design I - Project 3: Low Fidelity Prototyping and Testing
26.11.25 - 12.12.25 (Week 5-9)
PAN RUINING (0378138)
APPLICATION DESIGN / Bachelor of Design (Honours) in Creative Media
Project 3: Low Fidelity Prototyping and Testing
CONTENT LIST
· LECTURES
· FEEDBACK
INSTRUCTION
LECTURES
WEEK 10: Usability Testing & UI Kit
What is Usability Testing?
- Evaluating a product or service with representative users.
- Participants are tasked with completing specific action while observers record notes.
- The primary aim is to detect usability issues, gather qualitative data, and assess overall user satisfaction.
- It doesn't yield large feedback samples like questionnaires.
How to Conduct UX Research with Usability Testing
- Prepare a low-fidelity prototype
- Define three user scenarios and provide written instructions for each
- Conduct testing via Zoom and send the Figma link to participants.
- Recruit 3 participants and assign one scenario to each.
- Gather and analyze feedback from participants using prepared questions.
- Use the feedback to improve the low-fidelity wireframes.
UI Kit
- Pre-packaged collection of all UI components for a mobile app or website.
- With a UI kit, designers don’t need to create every design component from scratch.
- Can serve as a starting template for niche-specific use cases (e.g., an e-commerce UI kit), which designers can then customize.
- UI design has a massive impact on how much time users spend in an app. If the app is well-designed, easy to navigate, and responsive, users are less likely to churn or uninstall the app
WEEK 11: Usability Heuristics
Usability Heuristics
Usability heuristics are general principles or guidelines (Rules of
thumb)that designers and usability experts use to assess and enhance the user friendliness and
overall usability of products like websites and applications.
1. Visibility of System Status
The system should always keep users informed about what is happening
through clear and timely feedback, helping users understand the current
system state and feel in control.
2. Match Between System and the Real World
Interfaces should use familiar language, concepts, and visual metaphors
that match real-world experiences, making the system easier to understand
and more intuitive.
3. User Control and Freedom
Users should be able to easily undo, redo, cancel actions, or navigate
back, ensuring they feel in control and not trapped within the
system.
4. Consistency and Standards
The interface should maintain consistent visuals, behaviors, and feedback
across all screens, allowing users to predict how the system will
respond.
5. Error Prevention
The design should minimize user errors by providing clear instructions,
confirmations for critical actions, and real-time input validation.
6. Recognition Rather than Recall
The system should reduce cognitive load by allowing users to recognize
options and information instead of relying on memory.
7. Flexibility and Efficiency of Use
The interface should support both novice and experienced users by
offering customization, shortcuts, and adaptable interaction flows.
8. Aesthetic and Minimalist Design
The design should focus on simplicity and clarity, using visual
hierarchy, whitespace, and consistent styling to enhance usability and
reduce distraction.
9. Help Users Recognize, Diagnose, and Recover from Errors
The system should clearly communicate errors using understandable
messages and visual cues, and guide users toward resolving the problem so
they can continue their tasks smoothly.
10. Help and Documentation
The system should provide accessible help and documentation, such as
contextual tips, tutorials, and support resources, to assist users in
understanding and using the system effectively.
TASK 3: LOW FIDELITY PROTOTYPING AND TESTING
Once the UX design process is completed, students can now create a low
fidelity prototype of the app.
Students need to arrange all the screen wireframes, actions, visual
feedback and link them up in Figma.
Students are then required to perform usability testing whereby they will
invite guests to test out their low fidelity prototype and gather all the
information, response, feedback, pain points observed
from the test.
Students need to document this process with video and produce a
presentation slide containing detail analysis of this task and the
solutions to the problems faced by the testers.
FEEDBACK
WEEK 10: No feedback
WEEK 11: No feedback
WEEK 12: Mr. Sylvain mentioned that the text on my pages is
too small, and the add to cart feedback after selecting a milk tea is not
clear enough. Users may not be sure whether the item has been successfully
added, so he suggested adding a shopping cart icon.
REFLECTION
Experience:
The past few weeks have been very busy. In class, we played a short
activity where we had to quickly sketch rough drafts of different app
interfaces, which I found very interesting. Building on the previous task, I
completed the sketches and wireframes and then started creating the lo fi
prototype. At first, I thought it would be simple, but through continuous
testing, I discovered many issues that needed to be fixed. I found this
process very worthwhile, as each improvement helped make my app
better.
Observations:
I observed that many of my subjective assumptions were exposed during the
testing process. I also realized that each step needs to be refined and
carefully thought through, as a lack of detail can result in poor logical
flow and weak connections between steps.
Findings:
I found that testing the flow in Present mode after every few steps is
necessary. Without doing this, the prototype connections can easily become
confusing, and important steps may be overlooked.
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