Application Design | Project 3: Low Fidelity Prototyping & Testing

19 Nov 2025 - 10 Dec 2025 (Week 9-12)
Justin Cleon (0375523)
Application Design | Project 3: Low Fidelity Prototyping & Testing

2. Lectures

Lecture 9 : Sketching & Wireframes

Sketching
Sketching is putting your thoughts out there for everyone to see. Sketches don't include images (focus on navigation), details, and colors, so anyone can do it.

Sketch on Paper
 Flow
• Fast
 Quantity centered

Wireframe
Interconnected sketches, colors for interaction, and as little text as possible (buttons & context if needed), you can also add notes.


Lecture 10 : Navigation and Decision Making Process

Navigation
Where do you place your products on the sitemap, so people don't get lost?

For navigation, we should:
 Know where we are (Global, local, contextual, faceted, supplemental.)
 Where can we go
 What will happen there
 What do I need to know first

The use of anchoring techniques is useful for guiding people in decision-making.

Paradox of choice: 
Fewer choices allow people to make decisions more easily, avoiding the difficulty of distinguishing between different options. So make choices based on priorities.

Engaging users: 
Think about how we can get people to use our product more often. Engage them from the very first time they use it.


Lecture 11 : Usability Testing

Usability Testing
Observing people using what we've created can identify usability issues, latent needs, or opportunities.

Why Test?
 User expectations (what they really want)
 Knowledge gaps (things you thought they know)
 Problems (when a user does something unexpected)
 Feedback (things that need to be fixed or changed)
 Ideas (things you didn't think about)

Limits of Testing
 Not everything can be tested (long-term impacts, streaks, or habits)
 Test depend a lot on the tester (depends on the observer)
 Test takes time

Test Plan
Goal
Declarative statements with specific objectives and constraints.

For example:
"Users will order pizza in 2 minutes."
"Users will be able to create a party event for 10 people with less than 3 errors."

Logistics 1
 In-lab testing: The test is under control
 Remote testing: Online testing, often used at scale and without the designer
 Guerilla testing: Spontaneous approach, pick unprepared people on the street

Logistics 2
 Moderated: Guide them step by step
 Unmoderated: Give users prompt and let them navigate on their own
 Live: Capture real life interaction
 Recorded: Can rewatch

Participants
 Target users
 Where and how to find them
 How to recruit them: close to personas, 3-5 participants, compensation (rewards), better than nothing

Metrics
What will we measure during the test.

Tasks
Specify the tasks that we will tell the users.

 Realistic: Tasks that are common, hard tasks so we can find the problem
 Action-based: Users must show you how they would do something, not describe
 Avoid guiding: Do not lead them to text on screen
 Prioritize: Understand which tasks are critical


Lecture 12 : Usability Heuristics

Visibility of System Status
A system should consistently inform users about its current state through timely and appropriate feedback.

Examples: Confirmation and error messages, navigation cues, progress bar

Match Between System & The Real World
Designing interfaces that align with user world experience.

Visual metaphor: Use of icons and images that represent real world objects
Use of familiar language: Use words or phrases that are familiar

User Control & Freedom
Allows users to feel in control of the interface and provides them with the flexibility to undo or redo actions.

Examples: go back a step, cancel an action, close link, undo

Consistency & Standards
Maintaining uniformity and predictability throughout the user interface.

Visual consistency: Using consistent colors, typography, icons, and layout
Functional consistency: Ensuring similar actions
Feedback consistency: Consistent feedback such as success messages, error notifications and loading indicators

Error Prevention
Confirm user to avoid problems.

Recognition Rather Than Recall
Recognize information or options presented to them, reduce cognitive load.

Flexibility & Efficiency of Use
How do you design something for beginners and experienced user, allowing them through customization, shortcuts, and adaptability (adapting to the user's skill level).

Aesthetic & Minimalist Design
Focus on simplicity, clarity, and visual appeal while minimizing unnecessary elements.

Key principles:
 Simplicity (using only essential elements and features)
• Visual hierarchy (organizing content and elements in a way that guides users' attention)
• Whitespace (using whitespace to create breathing space between elements, enhancing readability and visual clarity)
 Consistent typography and colors (using a harmonious palette and consistent typography to create a cohesive visual identity)

Help Users Recognize, Diagnose, & Recover From Errors
Focused on guiding users through the error-handling process

Key aspects:
• Clear error messages
 Visual cues
 Guided recovery paths

Help & Documentation
Providing users with necessary resources and assistance to understand and use the system effectively.

Visual Design Principles
 Balance
 Contrast
 Emphasis
 Unity
 Proximity
 Repetition
 Alignment
 Hierarchy
 Simplicity
 Negative space



3. Project 3



4. Feedback

Week 12
General Feedback : Mr. Sylvain suggested considering checking and viewing the prototype on a mobile phone. Make sure you create a different design and color for the button (call-to-action) compared to the regular design to minimize user confusion.


5. Reflection

By doing this assignment, it gave me a pleasant experience because I created a user-centered application in the form of a lo-fi prototype. Starting from making sketches, wireframes, looking for references to making lo-fi prototypes in Figma. I realized how many factors need to be considered before developing an application.

After creating the prototype, I conducted usability testing to ensure the application worked well and met user expectations. By doing this testing, we can see how users interact with the application in real life.

Overall, Mr. Sylvain was very helpful in guiding and providing insights and input ranging from making sketches, wireframes, tools available in Figma to how to conduct usability testing. I hope to create even better applications in the future with the knowledge I gained in this project.



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