21.11.25 - 12.12.25
Celine Christabelle Patricia / 0374872
Application Design / Bachelors of Design (Hons) in Creative Media / The Design School
Task 3: Lo-Fi prototype
Table Contents
- Lectures
- Instructions
- Tasks
- Feedback
- Reflections
Lectures
Week 10
Way finder → consistent branding, to make it easy for users to know where the label
- consistency in the information you present
- familiarities → memories
- respect users’ time, its fine to skip some path
Web navigation
Global → high level, always there
- Navigation bar always there, so its global
Local → one level or more below
- the category button, the one that sends you to one page
Contextual → changes depending on context and choices
- promotions, depending on context
Faceted → filters and sorting
- expenses by price (filtered)
Supplemental → extra help
Footer of the website is the “reception desk”
Search → special navigation
- Last resort - cannot find what to look
- Shortcut - already know what to look for
- Map - want to see all choices
Navigation best practices
- know where we are
- where we can go
- what will happen there
- what do i need to know first
Decision making
- alternatives
- uncertainty
- risks
- interpersonal issues
- complexity
Process of decision making
- gather relevant information
- examine and identify alternatives
- choose among the alternatives
- take action
- review the decision and the impact
Anchoring
by creating options, you guide people making decision
→ for example range of 3 prices from Most expensive, less expensive, and cheapest, together with their benefits
Paradox of choice
- too much choices, more attractive but harder too choose
- less choices, may be less attractive but easier to make options
Decision fatigue
mental energy → at night, we are tired, bad decisions happen, can’t proceed risk and rewards correctly
Hooks
→ repeating habits
Trigger → action → reward → investment
Week 11
Limits of testing
-
not everything can be tested
- long term things, like streaks and so on
- test depends a lot on the tester, the effectiveness depends there
- Takes time
Testing steps
1. Planning
- Team direction → being clear on how the test is conducted and why helps the team to speed on the issues
- Consistency → systematic approach helps getting clean data between participants
- Less problems → thinking through the approach and logistics to reduce friction and issues during the test
- Easy report → helps to explain the results to 3rd parties
2. Recruit
3. Test
-
Goal → mini problem statement, give them
specific objectives
- “Users will create an order for a new bicycle within 2 minutes” → Have specific instructions
- “User will input their medication without mistakes” → What medication? To who?
- “Users must find the good drivers for their device” → What is a good driver?
-
Logistics → where, how much, what type, how
long
- In lab testing → place where all parameters are under control
- Remote testing → online testing, video recorded of the person and the prototype
- Guerilla testing → spontaneous test on street
- Moderated → guiding user through test, has user manual (mostly on paper)
- Unmoderated → let them guide themselves, best for testing navigations(figma prototype)
- Live → direct record
- Recorded → as ppl to help record la
-
Participants → what kind of people
- Target Users
- Where and how to find them
- How to recruit them
- Metrics → what will be measure
-
Tasks → specify the flow of the task (this is
what you tell to the users)
- Should be simple and realistic
- Action Based
- No guiding the users
- Prioritize, understand which task is critical to have tested within. a short time
4. Assess
5. Report
Goals →
- Users are able to find relevant reviews about a moisturizer within 5 minutes
- Users are able to check out a moisturizer within 5 minutes
- Users are able to build a skincare routine and understand their skin-type without facing at least 2 errors
- Users able to find and verify dermatologist and valid user reviews
Logistics →
- Remote testing, Unmoderated, and Live
Participants
-
Targeted users
- people who are new to skincare, doesn’t really know their concerns
- people who has skincare as their daily products
Metrics
- Effectiveness and learnability → how fast users can find the navigation without guidance per task
- Satisfaction → user’s perceived comfort, confidence, and overall experience using the interface (post-testing)
Usability Test Example
- Brief the tester
- Give context
- I am showing (stage of work) about (project context) because (current challenge)
- I would need from you (type of feedback) to (objective after receiving feedback) within (feedback constraints)
- Ask for permission
- Make them comfortable
- Get their info (if needed)
- Give task
-
Observe and take notes
- Let them struggle
-
Don’t answer directly
- “What do you think?”
-
Ask follow up questions
- If its frustrating, ask for followups, what happen
-
3 levels of feedback
- Describe what you see
- Interpret what the design must be for
- Analyze how effective the design is
- Thank and wrap
Week 12
Usability Heurisitics (Nielsen Norman Group - UX youtube to learn)
-
visibility of system status
- users can see the system status and understand the current state
- confirmation messages, progress bar, navigation cues
-
match between system and real world
- align with users’ real world experience and familiar language
- icon should be consistent
-
user control and freedom
- feel in control, flexibility to undo and redo
- always allow users to go back and stop, cancel and close
- toggles and checkbox
-
consistency and standards
- reuse some elements, consistent visuals, functions and feedbacks
-
error prevention
- reduce likelihood of users of making mistakes
- for example: having clear instructions, confirmation prompts, validation
-
recognition rather than recall
- recognize information or options presented to them, don’t make users recall themselved
- every screen have the navigation, letting them know what they are doing where are they, what is next
- for e.g, menu navigation, search histories/recommendations
-
flexibility and efficiency of use
- interfaces are suitable for both beginners and professionals
- e.g. customization (like personalized interface settings, preferred shortcuts) , shortcuts, adaptability, filters
-
minimalist
- based on trend, people this day prefers identity building, maximalism
- though you must focus on simplicity, clarity and visual appeal
- help users with error
- help and documentation
Design principles - visual design
- balance
- contrast
- emphasis
- unity
- proximity → far from each other but still a group
- repetition → respectively a sequence
- alignment -optical aligment
- hierarchy
- simplicity
- negative space
- propotions → 60% 30% 10%
- weight → primary buttton ,seconary, tertiary, icon button
Design system
- design language
-
DESIGN KITS → all of the design elements
- put everything elements and things like that to help the developer as well
- building blocks → components and guidelines, find elements that can be reused
- component library, accessible for all the designers
- developer sandbox
- documentation site
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