Application Design I / Task 3 : Low Fidelity Prototyping and Testing
26/11/2025 - 9/12/2025 (Week 10 - 12)
Rachel Ng Jie Ting / 0378902
Bachelors of design (Honours) in creative media
Application Design I / Task 3 : Low Fidelity Prototyping and Testing
Table of content
Lecture 9: Navigation & Lofi prototype
Lecture 10: Usability Testing & UI Kit
Lecture 11: Usability Heuristics
Task 3 : Low Fidelity Prototyping and Testing (20%)
Lectures
Lecture 9: Navigation & Lofi prototype
Global: High level, always there (logo, navbar)
Local: Sub-categories (going inside to another page)
- Alternative
- Uncertainty
- High risk consequences
- Interpersonal issue
- Complexity
- Gather relevant information
- Identify and examine alternative
- Choose among the alternative
- Take action
- Review your decision and its impact
- 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.
- 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.
- A pre-packaged collection of all user interface (UI) components (buttons, forms, navigation, etc.) for a mobile app or website.
- Allows designers to avoid creating every design component from scratch, speeding up the workflow.
- Can serve as a starting template for niche-specific use cases (e.g., an e-commerce UI kit), which designers can then customize.
- Good UI design significantly improves the user experience, leading to higher engagement and a lower user churn/uninstall rate.
Instructions
Task 3 : Low Fidelity Prototyping and Testing (20%)
Feedback
Week 9:
(No feedback)
Week 10:
(No feedback)
Week 11:
(No feedback)
Week 12:
(No feedback)
Reflections
During user testing, I realised that I should have allowed users to freely explore the app first before assigning specific tasks, as this would have helped them feel more familiar and comfortable with the interface.
I also identified a weakness in my documentation skills. I tend to prioritise building the prototype before developing a proper wireframe, and I struggle with clearly articulating design processes in writing. This made preparing slides more challenging, highlighting an area that requires improvement and more disciplined practice.
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