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UIUX Unit 4

Unit IV covers wireframing, prototyping, and testing, emphasizing the importance of sketching principles, responsive design, and usability testing. It discusses techniques for effective sketching, the concept of 'red routes' for user journeys, and the benefits of responsive design in web development. Additionally, it outlines the elements and types of wireframes, highlighting their role in planning user experiences without distractions.

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0% found this document useful (0 votes)
99 views49 pages

UIUX Unit 4

Unit IV covers wireframing, prototyping, and testing, emphasizing the importance of sketching principles, responsive design, and usability testing. It discusses techniques for effective sketching, the concept of 'red routes' for user journeys, and the benefits of responsive design in web development. Additionally, it outlines the elements and types of wireframes, highlighting their role in planning user experiences without distractions.

Uploaded by

gowthamj22it
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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UNIT IV WIREFRAMING, PROTOTYPING AND TESTING

Sketching Principles - Sketching Red Routes - Responsive Design – Wireframing - Creating


Wireflows - Building a Prototype - Building High-Fidelity Mockups - Designing Efficiently
with Tools - Interaction Patterns - Conducting Usability Tests - Other Evaluative User Research
Methods - Synthesizing Test Findings - Prototype Iteration

SKETCHING PRINCIPLES
Sketching:
 Sketching is a distinctive form of drawing which designers use to propose, explore,
refine and communicate ideas.
 Sketches are easy, fast, and cheap to create, iterate, and if needed, even discard without
much effort. Unlike written or verbal communication, sketches sidestep rules of
grammar and help clearly communicate ideas, all but eliminating misunderstandings.

The Five Elements of Drawing:

Features of Sketch:
Sketches are:
Quick: Don’t invest a long period producing them.
Timely: Produce them when and as the need arises.

Disposable: Rely on their usefulness to explore a concept and not on their production costs.
Plentiful: Produce sketches as a collection that explores different aspects of interaction over
time.
Minimalist: Use sketches to clarify one concept at a time.
Enhancing Sketches — Annotations, Arrows and Notes

Annotations, arrows and notes increase the communicative power of your sketches.

Annotations – These are names, labels and explanations located next to different parts of a
sketch to expand and clarify the meaning of any element depicted. Tie annotations to different
elements in your sketch using arrows, braces, numbering and spatial proximity. Write your
annotations using a different color that contrasts with the sketch proper.

Arrows – Apart from pointing to specific elements in a sketch, use arrows to illustrate interaction
flow, a sequence of events, movement and direction.

Notes – Any text, long or short, that provides additional insight into your sketch is a note. Use
notes to do the following:

 Provide detailed explanation of the action or sequence illustrated.


 Describe an idea derived from an illustration.
 List unresolved issues.
 Explore design elements not depicted in the sketch.
 Clarify the purpose of each element you present, especially non-static ones.
 Keep a record of your thought process when you first draw a sketch.
Types of Sketching:
1. Scribble Sketching
The idea behind this technique is to capture, as fast as possible and with the broadest of
strokes, the essence of the object, design or action you are trying to preserve. Leave out non-
important details, decorations, text and other non-essential elements.
2. Sampling with Cameras
The goal of this technique is to use still photos and video to capture some features of theworld.
Capture objects, designs and actions that delight, inspire and irritate you.
Pros and Cons of Sketches
Pros of sketches
 They are extremely cheap and fast to create. As such, you can sketch out a large
number of ideas in a short amount of time.
 You can do it anywhere: with pen and paper or digitally on your smartphone, tablet or
desktop computer.
 They are disposable, so you won’t get attached to sketches that turn out to be bad
ideas.

Cons of sketches

 Sketches lack detail and are ambiguous by design. As such, you cannot use sketches to
convey complex interactions of an app, for example.
 Sketches are almost never of high enough fidelity to be useful with people outside of
the team, since they rarely have the context to understand what the sketch is meant to
convey.
 Sketches are not very helpful in convergent processes where you want to select a few
best ideas—other forms of prototypes, such as paper prototypes or wireframes, are
more helpful.

When to Use Sketches


Use sketches in early, divergent stages of your design process.
Sketch out your rough ideas so you can discuss them with team-mates.

Sketching Principles:
Best Practices and Tips for Sketching
 Always sketch out your ideas, rather than store them in your head! Design thinking
emphasizes a bias towards action. Whenever you have an idea, sketch it out, no matter
how silly it seems—you will be able to evaluate it much better when it’s on paper
rather than in your head.
 Use the right amount of detail: remember that a sketch should be rough and quick.
Don’t spend extra time adding details which are not required for your quick sketch.
 Draw diagrams to map out complex ideas or use cases, where many factors and players
affect one another. Journey maps, behavior maps, system flow diagrams and a range of
other mapping methods are at your service to help you scope out complex situations.
 Invite other team-mates to join in your sketching sessions, when appropriate. Because
sketches are so easy to create, they are great opportunities for you to involve other
stakeholders in the design process.
The best way to gain confidence in sketching is to practice.
Create a Record of Failed Design Efforts
Keep a record of failed design efforts. Gather objects and situations that annoy you. Write
down the reasons behind this negative effect.
Create a Record of Successful Design
keep a record of successful design. This will help you draw inspiration from multipledomains
to ground your design work on features other than those of the digital realm.

How to Perform a Sketch Test

The procedure is simple:


1. Print a copy of the deliverable
2. Recruit a sketch-test participant from your target audience. For example, if you're preparing a
wireframe for developers, recruit a front-end developer.
3. Give the sketch-test participant the printed copy of the deliverable. Place a blank pad of
paper and a pen or pencil right next to the person.
4. Invite the participant to write directly on the deliverable, but also make scratch paper
available. Explain that the printed version of the deliverable is just a scratch copy, and that
you welcome any comments.
5. Ask the participant to explain the concepts in the deliverable.
 Explain that the current version of the deliverable is a work in progress, and that you
are still developing the format of the document. While content suggestions can be
welcome, at this point do not ask for them explicitly — keep the focus on making the
deliverable clear and direct.
 Note that you want to make this document easier to understand.
 Give the participant time to read the deliverable. Ask your participant to use the think-
aloud protocol during the initial reading of the document.
 Ask the participant to pretend that she is presenting this document, and have her
explain the deliverable to you.
6. Watch and listen as your participant explains the concepts in your deliverable.
7. Ask your participant open-ended follow-up questions
8. At the end of the session, explain the intended ―correct‖ meaning of the document to your
participant, to avoid having him leave with an erroneous understanding of your work.

Feedback to Look for During a Sketch Test


The sketch test can help surface two types of problems with deliverables: (1) content that is not
easily perceptible in the document (e.g. using blue text to annotate a screenshot made it difficult
to notice against a similar background), and (2) content that is not comprehensible
During a sketch test, notice if your participant exhibits any of the following behaviors,

 Circling or underlining elements



 Drawing something to represent content that your deliverable presents in text, or
employing a different visual metaphor than you currently use for data visualization or
infographics
 Making notes or edits on your sketch, or suggesting terminology or wording for
concepts other than those shown in the deliverable
 Reading the same passages or studying the same images several times
 Struggling to explain something to you
 Explaining something incorrectly to you

Improving the Deliverable Based on the Sketch Test


If your participant struggles to explain your deliverable easily, you will likely need to revise it
before sharing it with your colleagues.

Feedback About the Content of the Deliverable


During a sketch test, you may receive feedback not only about the format of your deliverable, but
also about its content.

SKETCHING RED ROUTES

Dr. David Travis of User focus identified that the analogy of the red route. By identifying thecore
paths users will take on a website should be identified as the red routes.
•Red Routes are majorly derived from ―Important roads in London‖.
•Transport for London do everything in their power to make sure passenger journeys on these
routes are completed as smoothly and quickly as possible
•London’s Red Routes as a metaphor for frictionless user journeys.

How does Red route help in Designs ?


―When applied to design, these red routes are the critical and frequent paths that users take to
complete their tasks‖

Red Route principle


Define red routes for your product and you’ll be able to identify, prioritise and eliminate any
usability obstacles on key user journeys.

Identifying Red Routes


Critical
End-to-end tasks with multiple steps or actions
Frequently utilised
Built for scale Key
value drivers
Objectively successful
Tied to critical product metrics
Red route usability
―Focusing on your product’s red routes provides the key constraint you need to ship a high
value product from version 1‖

Red routes improve speed and effectiveness:


We can ruthlessly eradicate any usability obstacles on the key user journeys.
Red routes describe frequent and critical activities :
We need to map out the red routes for our site it’s important to consider both the frequencyand
critical nature of the activity

Red routes should reflect key business objectives :


These red routes are clearly important from the perspective of the organisation: you need to
make sure these routes are trouble-free to make money
Red routes should reflect key customer objectives :
Visitors to your site will have their own goals that your site needs to support. there will be others
that may not seem that important to your organisation but that are critical if customers are going
to do business with you
Red route Analysis
―Red routes are the key tasks that users want to carry out with the product ―
We can decide if one of the product backlog items lies on a red route by asking two simple
questions :

 How many users need this function?


 How often do users need this function?
By identifying what the top tasks of your users are it allows you to:
 Anticipate user needs
 Guide usability testing
 Target essential website pages
 Design website with user needs in mind
 Identify your website’s mission

Benefits of Identifying Red Routes :


―Defining crisp red routes for your users is like allowing them to travel from Point A to Point B
without any obstacles‖

 Identifying red routes helps your team prioritise user needs and facilitate alignment
amongst your stakeholders.
 It also helps avoid scope creep and the introduction of extraneous/ancillary features.
 Most importantly, it helps your team build and optimise product features that deliver
the most value to your customers and drive your key metrics.
RESPONSIVE DESIGN

Responsive web design (RWD) is a web development approach that creates dynamic changes to
the appearance of a website, depending on the screen size and orientation of the device being used
to view it. RWD is one approach to the problem of designing for the multitude of devices
available to customers, ranging from tiny phones to huge desktop monitors.
RWD uses so-called breakpoints to determine how the layout of a site will appear: one design is
used above a breakpoint and another design is applied below that breakpoint. The breakpoints are
commonly based on the width of the browser.

Definition:
Responsive design is an approach to web design in which the interface adapts to the device's
layout, facilitating usability, navigation and information seeking.

Benefits of Responsive design:


 Reach a larger audience: nowadays, more users access the web through mobile
devices.
 Save time and development efforts since designers and developers only focus on one
design version.
 Improve SEO, as search engines reward mobile-friendly websites with better search
positions.
 Ensure brand and design consistency across devices, as there is no chance to modify
guidelines to fit different design boxes.

Why Responsive Design is so Popular?
More users were starting to access web material on handheld devices than on desktops. There
were two main design approaches to deal with designing across devices:
 Designers could craft several versions of a design optimized for different devices and
make each have fixed dimensions (adaptive design approach).
 They could work on a single, flexible design that would stretch or shrink to fit the
screen (responsive design approach).

Understanding the Language of Responsive Design
Responsive design has three core principles:

Fluid Grid System


Grid systems are aids designers use to build, design, arrange information and make consistent user
experiences. In interaction design, multi-column, hierarchical and modular are the most widely-
used types of grids.
The principle of a grid is simple: every element occupies the same percentage of space, however
large or small the screen becomes, which means that the components can be scaled up and down
as the user switches devices.
In this image, you can see that the fixed version of the content has the same width regardless of
the device whereas in the fluid version the content fills the available space depending on the
device size.
Fluid Images

 In responsive design, fluid images are images that scale to fit their container, meaning
that when the browser reaches a breakpoint, the image will scale up or down to the
current window size.
 For non-photographic images, such as icons, you can use SVG files—these file
formats are lightweight, and you can scale them to any resolution without losing
quality.
Media Queries and Breakpoints
 Media queries are filters that detect the browsing device's dimensions and make your
design appear appropriate regardless of the screen size. To aid media queries, you have
breakpoints: these are the values where the content of your website will be rearranged
to provide the user with the best possible experience.
 Media queries and breakpoints go hand in hand, and both can be defined in your CSS
style sheets. For designers, a breakpoint is a boundary where the design will change to
accommodate the features to the new size.
Best Practices & Considerations for Responsive Design
With responsive design, you design for flexibility in every aspect—images, text and layouts. So,
you should:

1. Assume a "mobile-first" mentality: Whether you start designing from the smallestscreen
or the desktop version, assuming a mobile-first mentality helps you practice the mobile-
first approach, a design principle with simplicity at its core. A mobile-first mentality
means prioritizing content, leaving complex graphs and images for the desktop version
2. Use Scalable Vector Graphics (SVGs). These are an XML-based file format for 2D
graphics, which supports interactivity and animations.
3. Include three or more breakpoints (i.e., design for 3+ devices).
4. Prioritize and hide content to suit users' contexts. Check your visual hierarchy and use
progressive disclosure and navigation drawers to give users needed items first. Keep
nonessential items (nice-to-haves) secondary.
5. Aim for minimalism.
6. Apply design patterns to maximize ease of use for users in their contexts and quicken
their familiarity: e.g., the column drop pattern fits content to many screen types.
7. Aim for accessibility with font sizes/styles. Use contrast and background effectively.

Demerits of Responsive design:


Responsive design can still run into difficulties if you use it without caution. For example, it can
restrict your control over the design's screen sizes

WIREFRAMING

Definition:
Wireframing is a visual representation of the workflow of a website or mobile application. This
preliminary design step illustrates the page's structure, layout, and functionality. It helps in
planning the user experience without distractions from color, graphics, or content.

The Elements of a Wireframe


1. The logo signifies brand identity. It usually sits at the top corner
of a page and anchorsthe brand's presence.

2. Navigation helps users explore different parts of the site or app.


Commonly seen as amenu bar or sidebar, it directs users to
primary sections or features.

3. Search fields allow users to find specific content or features. It's


especially useful forcontent-heavy sites.

4. Text blocks on a wireframe represent the content placement.


It can be headlines, paragraphs, or bullet points.

5. Buttons prompt users to take actions like "Submit," "Read More," or


"Buy Now."

6. Image placeholders show where you will place your


visuals. They help inunderstanding the content-
to-visual balance on a page.

7. Videos mark the areas on the wireframe where multimedia


content, such as videos oranimations, will appear.

Different Types of Wireframes

1. Low-fidelity Wireframes
Low-fidelity wireframes are the first you create. They provide the basic
visuals of the design,but lack scale, grid, or pixel accuracy. The main aim is
to strip away distractions.
These wireframes ease discussions, help in setting navigation, and outline user
paths.

2. Mid-fidelity Wireframes
Mid-fidelity wireframes are the most prevalent. They offer a clearer layout
view, though theystill omit visuals like images or specific typography.

3. High-fidelity Wireframes
High-fidelity wireframes are detailed. They provide pixel-specific layout
views. Unlike the low-fidelity version, which might use placeholder text and
symbols, these wireframespresent actual images and relevant content.

When to Use Wireframes?


Wireframes play a role throughout a project. They're essential for clarity,
feedback, planning, and testing. But they serve a specific purpose. Here are
the scenarios where creating wireframes can help.

 Explore the initial idea: At the start of a project, wireframes help


visualize rough ideas. They bring abstract concepts to life.

 Collect meaningful feedback: Before you get into the details of a


design, wireframes help you gather initial feedback. Stakeholders,
members of the design team, and potential users can provide
valuable insights before you move on to the next step.

 Plan functionality: Wireframes map out where you will place


functional elements like buttons or interactive features. It helps
you understand how to create an interaction design for usability.

 Structure content: Wireframes help plan where content will


appear. For instance, positioning text, images, or multimedia is
easier.

 Customer journey mapping: Wireframes are tools to plot user


journeys. They enable designers to envision how users will
navigate a site or app.

 Usability
testing:
Before final
designs,
wireframes
can undergo
usability tests.
It helps
identify and
rectify
usability
issues early

Choosing the Right


Wireframing Tools
Benefits of Digital
Wireframing
 Precision: Digital tools offer accurate measurements. This
ensures elements align and match the intended design.

 Efficiency: Speed up the wireframing process. Features like copy,


paste, and templates save time.

 Collaboration: Many digital tools have built-in collaboration


features. Teams canreview, comment, and iterate together in real
time.

 Version control: Digital wireframing can help you track


changes. Most tools offer version history and allow designers to
revert or compare versions.

 Easy sharing: You can share digital wireframes with a link. It


eases the process ofgathering feedback.

 Interactivity: Some tools enable clickable wireframes. This


simulates user interactions by offering a dynamic preview.

 Scalability: Adjusting wireframe sizes for various devices is


straightforward. It ensuresdesigns are responsive.

 Integration: Many tools integrate with other design software.


This streamlines thetransition from wireframing to high-fidelity
designs.

 Asset management: It’s easy to organize and store assets. Icons,


components, and UIelements remain at your fingertips.

 Professional presentation: Digital wireframes look polished.


Presenting them tostakeholders or clients gives a professional
impression.
Wireframing tools and software
Wireframing tools help you map out the user experience, layout, and overall
flow. Itstreamlines the design process and ensures everyone is on the same
page.

1. Figma
2. Mockflow
3. Lucidchart
4. Miro

How to Create Wireframes: A Step-by-Step Guide

Step 1: Do Your UX Research


Before sketching, you need to have a good understanding of your audience
and business. Start your UX research from the perspective of your target
audience.

What
motivat
es
them?

What
holds
them
back?

Which products resonate with them?

Utilizing tools like user personas or the jobs-to-be-done (JTBD) framework


can be invaluable here.

Step 2: Define Requirements and Prioritize Features


After you complete your UX research, the next step is narrowing down what
to build. At this stage, involve stakeholders or the product owner. They will
help translate broad user needs into specific features.
For example, if your e-commerce site aims to improve user engagement, it
may require a 'Recommended Products' section. Stakeholders can provide
insights on what features align with both user needs and business goals.

Step 3: Map the User Flow


User flow is the blueprint of a user's journey on your platform. Taking an e-
commerce site as an example, a user's path might start from the homepage,
leading to a product search, then product selection, payment, and finally,
order confirmation.

Recognizing these steps will highlight the necessary features and inform your
design decisions.

Step 4: Sketch the Layout and Features


With the user research and project requirements in hand, sketch your
wireframe. Select an appropriate canvas size and start positioning elements.

 Information architecture: Focus on how you organize the content


and prioritize information based on its significance.

 Interactive elements: Highlight buttons, links, and other clickable


items.
 Static elements: Remember foundational parts like headers, footers,
or menus.

 Fidelity choice: Decide on the detail level. Early stages might use
low-fidelity sketches, while detailed projects lean towards high-
fidelity designs. In between, you find medium-fidelity designs.

Step 5: Review and Iterate


 Share your wireframes. Gather input from stakeholders, including
business professionals and developers. Consider guerrilla usability
tests, which involve testing the wireframe with users to gather
insights.
 When you collect feedback, frame your questions to include broad
insights and specific details.
Step 6: Build on It
Upon reaching a mutual agreement on the wireframe design, progress to the
next stages. Create detailed mockups and interactive prototypes and
transform them into minimum viable products

What is Wireframing in UX?


Wireframing in UX refers to creating a skeletal layout for a digital product.
It's the blueprintor foundation upon which you create the design

Different platforms have specific wireframe sizes. These are:


 Smartphone screen: 1080 px x 1920 px
 8‖ Tablet screen: 800 px x 1280 px
 10‖ Tablet screen: 1200 px x 1920 px
 Desktop screen: 768 px x 1366 px

The Necessity of Wireframing


 Clarity: Wireframing interprets abstract ideas to convert them into a
visual format.
 Feedback: Early-stage wireframes gather valuable feedback
from stakeholders and users.
 Cost-efficient: It's easier and cheaper to make changes to a
wireframe than to a fullydesigned product.
 Focus on Functionality: Without distractions like color or
graphics, the core userjourney and functionality remain at the
forefront.

Approaches to Wireframing
 Hand-drawn: Quick sketches on paper or a whiteboard. Ideal for
brainstorming.
 Low fidelity: Basic visual design that focuses on structure and layout.
 High fidelity: Detailed, closer to the final design. They
showcase interactions and more precise placements.

Wireframing Principles
 Simplicity: Keep it straightforward. Focus on structure and
functionality.
 User-centered: Prioritize user needs and the intended user journeys.
 Clarity: Every element should have a clear purpose.
 Feedback loop: Constantly gather feedback and iterate.
 Consistency: Maintain a uniform structure and design language.

Wireframing for User Testing


Testing with wireframes is invaluable. Before getting deep into design or
development, wireframes provide a tangible product for users to interact with.
This early-stage testing identifies potential usability issues, layout problems,
or unclear navigation paths.

Wireframe Page Layout: Structuring Content


 Header: The topmost section, usually containing the logo,
navigation links, or contactdetails.
 Main content area: The primary section where the core content
resides. It's the focalpoint of the user's attention.
 Sidebars: Secondary content areas, often containing links, ads, or additi
 Footer: The bottom section displays copyright information,
additional links, or contactdetails.

UX and UI
Wireframe
Examples
1. Website
Wireframe Sketch

A basic homepage wireframe sketch. It outlines sections and highlights


essentialdetails.
Strengths

 Allows for quick ideation without tool constraints.


 Encourages collaboration; anyone with a pen can contribute.
 Sparks creativity and is less restrictive than digital tools.

Weaknesses
 Not as precise or scalable as digital versions.
 Difficult to share and edit in remote settings.
 Lacks interactivity features present in digital tools.

e-Commerce Mobile Wireframe Sketch

The digital sketch shows the main parts of a mobile eCommerce site
Strengths

 Allows designers to quickly visualize product listings, calls to


action, and userjourneys.
 Encourages a focus on essential eCommerce elements like
product images, pricing,and checkout flow.
 Great for brainstorming promotional placements or special features.

Weaknesses

 Doesn't capture the detailed intricacies of product variations or


filters.
 Limited in representing interactive elements like dropdowns or
sliders.
 Often lacks detailed space allocation for promotional content or ads.

Creating Wireflows
 Wireflows are a combination of wireframes and flowcharts. They
can documentworkflow and screen designs when there are few
pages that change dynamically.

 In the UX field, wireframes are a common deliverable to show


page-level layout ideas,whereas flowcharts are useful for
documenting complex workflows and user tasks.

 Wireflows are used when documenting mobile, desktop, or web


apps that don't have many unique pages, but instead feature a few
core pages which change content (or layout) dynamically based on
user interaction.
Wireflows as a Deliverable for Workflows

Definition: Wireflows are a design-specification format that combines


wireframe-style page layout designs with a simplified flowchart-like way of
representing interactions.

This low-fidelity wireflow shows a simple user task. The use of screen
designs, rather than abstract flowchart symbols, keeps focus on the product
with which users will be interacting. While wireflows can be created in high
fidelity for the purposes of communicating detailed design specifications,
they are just as useful as lower-fidelity documents to discuss and
communicate interaction design and user workflows.

Wireflows Document Interactions


The classic use-case for wireflows is to document the process of a user
working through a common task on the product (e.g. ―send a direct message
to someone in your network‖ on a social media app). At each step in the
workflow a simple wireframe or high fidelity screen mock-up shows the
screen available to users

Wireflows for Collaborative Ideation


In addition to being a useful form of communication with project
stakeholders and developers, wireflows also work well as a tool for
collaboration between team members. Especially in Agile environments,
being able to collaborate and communicate well among a crossfunctional
team is critical.

BUILDING A PROTOTYPE

What is Prototyping?
Prototyping is an experimental process where design teams implement ideas
into tangible forms from paper to digital. Teams build prototypes of varying
degrees of fidelity to capture design concepts and test on users.
What is a Prototype?
A prototype is a simple experimental model of a proposed solution used to
test or validate ideas, design assumptions and other aspects of its
conceptualisation quickly and cheaply, so that the designer/s involved can
make appropriate refinements or possible changes in direction.
Remarkable Reasons for Prototyping

The advantages of prototyping are that you:

 Have a solid foundation from which to ideate towards


improvements—giving all stakeholders a clear picture of the
potential benefits, risks and costs associated with where a
prototype might lead.
 Can adapt changes early—thereby avoiding commitment to a
single, falsely-ideal version, getting stuck on local maxima of UX
and later incurring heavy costs due to oversights.
 Show the prototype to your users so they can give you their
feedback to help pinpoint which elements/variants work best and
whether an overhaul is required.
 Have a tool to experiment with associated parts of the users’ needs
and problems— therefore, you can get insights into less-obvious
areas of the users’ world (e.g., you notice them using it for
additional purposes or spot unforeseen accessibility issues such as
challenges to mobile use).
 Provide a sense of ownership to all concerned stakeholders—
therefore fostering emotional investment in the product’s ultimate
success.
 Improve time-to-market by minimizing the number of errors to
correct before product release.
The three primary types of prototypes based on fidelity are:

1. Low-Fidelity Prototypes: Simple and often hand-drawn representations,


such as sketchesor paper interfaces. They're quick to produce and useful
for initial concept validations.

2. Mid-Fidelity Prototypes: More detailed than low-fidelity, these often


use digital tools and give a clearer understanding of the product's
aesthetics and functionality.

3. High-Fidelity Prototypes: Highly detailed and interactive, resembling


the final productclosely. They're used for advanced user testing and to
get a realistic feel of the final design.

Low-fidelity

Example: Paper prototypes

Pros: Fast and cheap; disposable; easy to make changes and test new
iterations; allow a quick overall view of the product; anyone can produce
them; encourage design thinking since prototypes are visibly not finalized.

Cons: Lack of realism, so users might have a hard time giving feedback; hard
to apply results from crude early versions; may be too basic to reflect the user
experience of the finished product; can oversimplify complex issues; lack of
interactivity deprives users of direct control; users must imagine how they
would use the product.
High-fidelity

Example: Digital prototypes created on software such as Sketch or Adobe XD

Pros: Engaging—all stakeholders have the vision realized in their hands and
can judge how well it matches users’ needs and solves their problems; testing
will yield more accurate, more applicable results; versions closest to the final
product enable you to predict how users will take to it in the marketplace.

Cons: Longer/costlier to create; users are more likely to comment on


superficial details than on content; after hours of work, you the designer are
likely to dislike the idea of making changes, which can take considerable
time; users may mistake the prototype for the finished product and form
biases.

Why We Need to Prototype

Early Research isn't Everything


Research conducted during the early stages of your Design Thinking project
does not tell you everything you need to know in order to create the optimal
solution. Use prototyping as a form of research even before other phases in
Design Thinking, allowing you to explore problem areas in interfaces,
products or services, and spot areas for improvement or innovation.

Prototype to Empathise, Define, Ideate, and Test

Some of the purposes that prototypes fulfil are:

 Exploring and Experimentation


You can use prototypes to explore problems, ideas, and opportunities
within a specific area of focus and test out the impact of incremental or
radical changes.

 Learning and Understanding


Use prototypes in order to better understand the dynamics of a problem,
product, or system by physically engaging with them and picking apart what
makes them work or fail.

 Engaging, Testing, and Experiencing


Use prototyping to engage with end users or stakeholders, in ways that reveal
deeper insight and more valuable experiences, to inform design decisions
going forward.
 Inspiring and Motivating
Use prototypes to sell new ideas, motivate buy-in from internal or external
stakeholders, or inspire markets toward radical new ways of thinking and
doing.

How
Prototypi
ng Works
Bias

Towards
Action
One of the essential mindsets for Design Thinking is having a bias towards
action:
Learning by Doing
One of the most important aspects of Design Thinking is exploring unknown
possibilities and uncovering unknown insights. This is the reason the
discipline places emphasis on learning and on activities that increase the
learning potential of the team.
Prototyping to Test

This will be the most common prototype you will create in a design project.
Create iteratively improved prototypes in order to test out solutions quickly,
and then use the test results to improve your ideas.

Prototyping to Decide
Sometimes in your design project, you may face conflicting ideas from
different team-mates or stakeholders. Prototyping can be an effective tool for
enabling your team to compare the ideas and prevent any disagreements from
developing.

When building a prototype to decide, you can see how each of the solutions
will work better. You will be able to see whether the prototypes lack in some
areas; for example, you may realise that the prototype would not work in the
natural environment of users. Your team will also be able to see the different
ideas tangibly, and hence discuss the ideas and build on them, or suggest ways
to merge the best aspects of each prototype.
BUILDING HIGH-FIDELITY MOCKUPS

Mock-ups are used by designers mainly to acquire feedback from users about
designs and design ideas early in the design process. Mock-ups are 'very early
prototypes' made of cardboard or otherwise low-fidelity materials. The user,
aided by the designer, may test the mock-up (imagining that it works) and
thus provide valuable feedback about functionality/usability/understanding of
the basic design idea/etc.

Mockups look like screenshots from a completed, real app, they are little
more than images Mockups are fully polished visual designs sometimes
rendered in realistic devices that include branding, colors, images and
typography.

Advantages:
 Mock-ups incite criticism from users because they are low-
cost (can be made of cardboard) and low-fidelity. If a user is
presented with an early version of a system that has required
substantial work, he/she is likely to be more reluctant (as well
asable) to critise it.
 When using mock-ups of cardboard or similar materials, the user
and designer can collectively change the design using familiar
tools such as pens, scissors etc. As such, mock-ups are a
discussion medium and a discussion facilitator between designer
and user.
 Not only can the mock-up function as a discussion medium
between designer and user but also between the members of the
design team. Thus, mock-ups may help facilitate work across
disciplinary borders, bringing together a disparate team.
 Mock-ups make it possible to do usability testing early in the
development process.
 Mock-ups incite and legalise experimentation as they are inexpensive
to alter.
 Mockups focus on content and functionality and turn attention
away from details of graphic design.

Examples of mockups
Figure 1: Cardboard Mockup of a calendar application for school kids
After a couple of tests with the mock-up, it was made into a prototype
programmed in Macromedia Flash (figure 2). The prototype was more
'polished' and allowed for more interactivity. Using prototype, various
scenarios of use (use cases) were tested with the users, after which the Flash
prototype was built into a real application (programmed in Java).

The same calendar application,


this time as a prototype made in Macromedia Flash.
A mock-up of a website

DESIGNING EFFICIENTLY WITH TOOLS

What are UX Tools?


User experience designers use UX tools—often purpose-built software—at
different stages of their work. For example, designers test their assumptions
using prototyping software (e.g., Balsamiq) and do usability testing with
other software (e.g., Loop11). To stay competitive, brands make UX tools
extremely easy to learn.
Types of tools

Questionnaire tools – To gather users’ information and feedback in


quantitative research:E.g., Google Forms, SurveyMonkey.

Flowcharting tools – To help predict users’ needs, thoughts and actions and
align these withbusiness needs through flowcharts: E.g., LucidChart,
OmniGraffle.

Low-fidelity prototyping/Wireframing tools – To realize more-basic


visualizations ofpotential solutions to problem statements: E.g., Marvel,
Balsamiq.

High-fidelity prototyping and user interface (UI) design tools – To


realize sophisticated visualizations of design solutions: E.g., Sketch, Figma.

Usability testing tools – For qualitative research and to test the usability and
accessibility ofsolutions (e.g., as prototypes): E.g., Loop11, UserTesting.

Handoff tools – To send completed design work to developers: E.g.,


Mockplus iDoc, Zeplin. Microsoft Visio is a feature-rich flowcharting tool
that has a similar UI to the MicrosoftOffice suite of apps, which means
you probably don’t have to learn to use it.

How to Approach the Right UX Tools

Before reaching for any UX tools, you should consider:

What you do matters more than the tool you choose – UX tools are
instrumental to—not guarantees of—your success. As a designer, you can
only make impressive and useful solutions if you know what goes where and
why. UX experts and recruiters agree that skills come first. So, you should
always start with important UX considerations and know what you want to
achieve. Then, you select the best tool for the job at hand, even if it’s only
pencil and paper. Otherwise, you’ll constrict your vision because the tool can
frame your ideas and blind you to users’ needs. Beautiful, trendy-looking
products won’t necessarily prove you empathize with users.

UX tools are constantly evolving – New tools and third-party add-ons to


existing ones keep appearing on the market. So, it’s vital to stay grounded in
the timeless principles of human psychology and your craft, instead of
chasing the fleeting shadows of software’s freshest updates. Software will
keep changing; users’ brains won’t.

Organizations use different tools –Company practices—including choice of


UX tools— vary. Moreover, with time, they’ll switch to the next best thing for
them.
Adobe XD: This all-in-one UX/UI design software allows for wireframing,
prototyping, andcollaboration in the same platform.

Figma: Known for its cloud-based interface, Figma enables real-time


collaboration, making ita favorite among design teams.

Sketch: Although the Sketch app is only available for macOS, Sketch has a
robust set of features and an extensive plugin ecosystem, making it a
powerful tool for user experience design.

InVision: InVision offers a suite of tools for prototyping, collaboration, and


workflow management, making it a comprehensive solution for design teams.

Axure RP: This tool stands out for its advanced prototyping capabilities,
allowing designers to create highly interactive and dynamic prototypes.

Wireframing Tools

Wireframing tools are the blueprint machines of the design process. They
allow designers to create a skeletal layout of a web page or app, laying the
groundwork for more detailed design work. The primary function of a
wireframe is to illustrate the page structure, content arrangement, and
intended functionalities.
Benefits: Wireframing software expedites the initial design phase by
providing simple drag- and-drop elements, making it easy to visualize the
layout. They facilitate rapid iterations and allow you to explore different
layout options. Also, they establish the basic structure before you get to the
detailed design. Wireframes also have the advantage of looking malleable.
Colleagues and users are less reluctant to suggest changes compared to high-
fidelity prototypes.

Limitations: Wireframes lack the visual design appeal of a fully designed


interface. This may make it challenging for stakeholders unfamiliar with the
design process to envision the final product.

Examples: Balsamiq, Sketch, and Adobe XD are popular choices for


wireframing due to theirsimplicity and efficiency.

Prototyping Tools
Once the basic structure of the design is in place, prototyping tools come into
play. These tools allow designers to create interactive mockups and showcase
how the final product will work. This includes everything from button
interactions and animations to transitions and user flow.
Prototyping tools are vital for usability testing, as they provide a hands-on
experience of the design before any coding begins. They help identify
potential issues and improvements to reduce the risk of costly changes later in
development.

Benefits: Prototypes give a real feel for the user experience, enabling you to
identify and resolve usability issues early in the process. They also help
communicate design ideas more effectively to stakeholders for better
feedback and alignment.

Limitations: Creating high-fidelity prototypes can be time-consuming.


Moreover, some prototyping tools may have limitations in simulating
complex interactions. It may lead to discrepancies between the prototype and
the final product.
Examples: Figma, InVision, and Axure RP are renowned for their
prototyping capabilities. They provide a wide array of interactive elements
and transition effects.

Graphic Design Software

For the visual refinement of a design, graphic design software is the tool
of choice. They offer a high level of control over the visual elements of a
design, from typography and color to imagery and iconography. They are
essential for creating the final look and feel of a product.

Benefits: Graphic design software offers extensive features that help create
and manipulate visual elements. They allow you to achieve the exact look
and feel they envision. They also support various file formats to help you
work with multiple assets.

Limitations: Graphic design tools often have a steep learning curve due to
their complex functionality. Moreover, they typically focus on creating static
assets and may lack the collaborative and interactive features found in UX/UI
design software.
Examples: Adobe Illustrator and Photoshop are industry standards for graphic
design. Affinity Designer is another powerful alternative that is gaining
popularity.

User research tools


User research tools are critical instruments used to gather insights about
users’ behaviors, needs, and motivations. These tools help understand the
user journey, identify pain points, and craft a user experience that is intuitive
and satisfying for the end user.

Benefits: User research tools provide data-driven insights that can inform
every stage of the
design process to create user-centric products. They allow researchers to test
hypotheses, validate designs, and understand user needs and preferences in a
detailed manner.

Limitations: The effectiveness of user research tools largely depends on the


sample size and representativeness of the user group involved in the research.
These tools also require time and resources to set up and analyze. Sometimes,
the data can be overwhelming and challenging to interpret without the right
expertise.

Examples: SurveyMonkey and Google Forms are simple, accessible tools for
conducting surveys and Lookback for user interviews. UserTesting provides
audio and video feedback from users interacting with your designs. UX
research tools like Hotjar offer heatmaps, session recordings, and other tools
for understanding user behavior on a website. For early design, products such
as Optimal Workshop provide card sorting, tree sorting and first-click testing.

Criteria for Choosing UI and UX Design Tools


 Ease of Use
 Features
 Cost
 Platform Compatibility

INTERACTION PATTERNS
An interaction design (ID) pattern is a general repeatable solution to a
commonly-occurring usability problem in interface design or interaction
design. An ID pattern usually consists of the following elements:
 Problem: Problems are related to the usage of the system and are relevant
to the user orany other stakeholder that is interested in usability.
 Use when: a situation (in terms of the tasks, the users and the context of
use) giving rise to a usability problem. This section extends the plain
problem-solutions dichotomy by describing situations in which the
problems occur.
 Principle: a pattern is usually based on one or more ergonomic principles
such as user guidance, or consistency, or error management.
 Solution: a proven solution to the problem. A solution describes only the
core of the problem, and the designer has the freedom to implement it in
many ways. Other patterns maybe needed to solve sub problems.
 Why: How and why the pattern actually works, including an analysis of
how it may affect certain attributes of usability. The rationale (why)
should provide a reasonable argument for the specified impact on
usability when the pattern is applied. The why should describe which
usability aspects should have been improved or which other aspects
mightsuffer.
 Examples: Each example shows how the pattern has been successfully
applied in a reallife system. This is often accompanied by a screenshot
and a short description.
 Implementation: Some patterns provide implementation details.

Example interaction design pattern: Multi-level Undo

Problem Users do actions they later want


reverse because they realized they made a mistake or because
they changed their mind.

Use when You are designing a desktop or


web-based application where users can manage information or
create new artifacts. Typically, such systems include editors,
financial systems, graphical drawing packages, or development
environments. Such systems deal mostly with their own data
and produce only few non-reversible side-effects, like sending
of an email within an email application. Undo is not suitable for
systems where the majority of actions is not reversible, for
example, workflow management systems or transaction
systems in general.
Both novice and expert users may want to reverse their actions,
either because of mistakes or changes in intention. Expert users
may want to use the history of their actions for more specific
manipulation of the data in the application. For example, in a
graphical modeling application, users may want to undo work
on some specific object while keeping later work done on other
objects.

Principle Error Management (Safety) (Norman, 1988)

Solution Maintain a list of user actions and


allow users to reverse selected actions.
Each 'action' the user does is recorded and added to a list.

This list then becomes the 'history of user actions' and users can
reverse actions from the last done action to the first one
recorded. This is also called a Linear Multi-levelUndo.

 Interacting with the history


There are two variations on how to show the history of actions
to the users. First there is the standard 'office-like' way where
the 'Edit' menu contains both 'Undo' and 'Redo' functions with
their keyboard shortcuts. Often there is also a widget in the
toolbar that can show the last items in the history. By dragging
the selection in the list, actions can be undone. A second variant
is to work with primarily with the history list itself and moving
a slider or scrollbar to move back in history and undo actions.
Photoshop uses such a variant.

 Displaying actions
Actions in the history are usually displayed using a text label
such as 'Create circle', 'Typing',' New contact'. Such labels only
name the function and not the object the functions work on. In
some applications it may be better to include the object and the
parameters as well, forexample 'Change-color Circle12 to Red'.

 Granularity of actions
When designing Undo it is important to determine the desired
granularity of actions. For example, it is usually not desired to
record each key press in a text editor as an action. Instead,
typing a word is used as a unit of action. Designers need to
determine what unit of action is appropriate in the application.
 Non-reversible actions
Although most actions in the application may be reversible, it is
very likely that some actions will not be reversible. For
example, printing, saving, doing a payment, or downloading an
object. For actions that are non-reversible and 'negative' of
nature (like paying or destroying something), need to show the
user a Warning Message and not add the action to the history.

 Selective undo
In some cases, it can be meaningful to allow single actions
from the history to be deleted. This is the case when a certain
'episode' of work must be deleted or undone while keeping
work that has been done later on. Selective undo is
conceptually much more difficult than linear undo since there is
a notion of 'dependency between actions' that determines the
consequences of undoing a particular action. For example, if a
'create circle' action is undone at some point in the history,
subsequent actions in the history working on that object loose
their meaning and must be deleted. There are many semantic
issues with selective undo

Object-based Undo
Object-based Undo can sometimes be considered as an
alternative to Selective Undo. With Object-based Undo, each
object has its own action history. Upon selecting the object, the
users can undo actions done on the object. Naturally, this
requires the application to have a clear concept of an 'object'
and is therefore not applicable for bitmap editors.

Multi-user undo
If the application is a multi-user application and uses undo,
the application must distinguish between local actions and
global actions. That leads to multiple histories and requires
special semantics for what happens when undoing actions.
Why
Offering the possibility to always undo actions gives users a
comforting feeling. It helps the users feel that they are in
control of the interaction rather than the other way around.
They can explore, make mistakes and easily go some steps
back, which facilitates learning the application's functionality.
It also often eliminates the need for annoying warning
messages since most actions will not be permanent
Implementation
Most implementations of multi-level undo are based on the
Command (Gamma et al 1995) pattern. When using the
Command pattern, most functionality is encapsulated in
Command objects rather than in other controlling classes. The
idea is to have a base class that defines a method to "do" a
command, and another method to "undo" a command. Then, for
each command, you derive from the command base class and
fill in the code for the do and undo methods. The "do" method
is expected to store any information needed to "undo" the
command. For example, the command to delete an item would
remember the content of the item being deleted
CONDUCTING USABILITY TESTS

What is Usability Testing?


Usability testing is the practice of testing how easy a design is to use with a
group of representative users. It usually involves observing users as they
attempt to complete tasks and can be done for different types of designs. It is
often conducted repeatedly, from early development until a product’s release.
Usability Testing Leads to the Right Products
Through usability testing, you can find design flaws you might otherwise
overlook. When you watch how test users behave while they try to execute
tasks, you’ll get vital insights into how well your design/product works.
Then, you can leverage these insights to make improvements. Whenever you
run a usability test, your chief objectives are to:

1) Determine whether testers can complete tasks successfully and


independently.

2) Assess their performance and mental state as they try to complete


tasks, to see how wellyour design works.

3) See how much users enjoy using it.

4) Identify problems and their severity.

5) Find solutions.
While usability tests can help you create the right products, they shouldn’t be
the only tool in your UX research toolbox. If you just focus on the evaluation
activity, you won’t improve the usability overall.

There are different methods for usability testing. Which one you choose
depends on your product and where you are in your design process.

Usability Testing is an Iterative Process


To make usability testing work best, you should:

1) Plan

a. Define what you want to test. Ask yourself questions about your
design/product. What aspect/s of it do you want to test? You can make a
hypothesis from each answer. With a clear hypothesis, you’ll have the
exact aspect you want to test.

b. Decide how to conduct your test – e.g., remotely. Define the scope of
what to test (e.g., navigation) and stick to it throughout the test. When
you test aspects individually, you’ll eventually build a broader view of
how well your design works overall.

2) Set user tasks

a. Prioritize the most important tasks to meet objectives (e.g., complete


checkout), no more than 5 per participant. Allow a 60-minute timeframe.

b. Clearly define tasks with realistic goals.

c. Create scenarios where users can try to use the design naturally. That
means you let them get to grips with it on their own rather than direct
them with instructions.

3) Recruit testers – Know who your users are as a target group. Use
screening questionnaires (e.g., Google Forms) to find suitable candidates.
You can advertise and offer incentives. You can also find contacts
through community groups, etc. If you test with only 5 users, you can
still reveal 85% of core issues.

4) Facilitate/Moderate testing –Set up testing in a suitable environment.


Observe and interview users. Notice issues. See if users fail to see things,
go in the wrong direction or misinterpret rules. When you record
usability sessions, you can more easily count the number of times users
become confused. Ask users to think aloud and tell you how they feel as
they go through the test. From this, you can check whether your
designer’s mental model is accurate: Does what you think users can do
with your design match what these test users show?

If you choose remote testing, you can moderate via Google Hangouts, etc., or
use unmoderated testing. You can use this software to carry out remote
moderated and unmoderated testing and have the benefit of tools such as
heatmaps.

Keep usability tests smooth by following these guidelines.

1) Assess user behavior – Use these metrics:

Quantitative – time users take on a task, success and failure rates, effort (how
many clicks users take, instances of confusion, etc.)

Qualitative – users’ stress responses (facial reactions, body-language


changes, squinting, etc.), subjective satisfaction (which they give through a
post-test questionnaire) and perceived level of effort/difficulty

2) Create a test report – Review video footage and analyzed data. Clearly
define design issues and best practices. Involve the entire team.

Overall, you should test not your design’s functionality, but users’ experience
of it. Some users may be too polite to be entirely honest about problems. So,
always examine all data carefully.
To conduct usability testing effectively:

Start by defining clear, objective goals and recruit representative users.


Develop realistic tasks for participants to perform and set up a controlled,
neutralenvironment for testing.

Observe user interactions, noting difficulties and successes, and gather


qualitative andquantitative data.

After testing, analyze the results to identify areas


for improvement.Usability testing is a popular UX
research methodology.

In a usability-testing session, a researcher (called a ―facilitator‖ or a


―moderator‖) asks a participant to perform tasks, usually using one or more
specific user interfaces. While the participant completes each task, the
researcher observes the participant’s behavior and listens for feedback.

The phrase ―usability testing‖ is often used interchangeably with ―user testing.‖

(One objection sometimes raised against the phrase ―user testing‖ is that it
sounds like researchers are testing the participant — we never test the user,
only the interface. However, the term is intended to mean testing with users,
which is exactly the point of empirical studies.)

Why Usability Test?


The goals of usability testing vary by study, but they usually include:

Identifying problems in the design of the


product or serviceUncovering opportunities
to improve
Learning about the target user’s behavior and preferences

Usability testing helps us to uncover problems, discover opportunities, and


learn about users. Why do we need to do usability testing? Won’t a good
professional UX designer know howto design a great user interface? Even
the best UX designers can’t design a perfect — or evengood enough — user
experience without iterative design driven by observations of real usersand
of their interactions with the design.

There are many variables in designing a modern user interface and there are
even more variables in the human brain. The total number of combinations is
huge. The only way to get UX design right is to test it.

Elements of Usability Testing


There are many different types of usability testing, but the core elements in
most usability
tests are the facilitator, the tasks, and the participant.
A usability-testing session involves a participant and a facilitator who gives
tasks to the participant and observes the participant’s behavior.
The facilitator administers tasks to the participant. As the participant
performs these tasks, the facilitator observes the participant’s behavior and
listens for feedback. The facilitator may also ask followup questions to elicit
detail from the participant.

In a usability test, the facilitator gives instructions and task scenarios to the
participant. The participant provides behavioral and verbal feedback about
the interface while he performs those tasks.
Facilitator
The facilitator guides the participant through the test process. She gives
instructions, answersthe participant’s questions, and asks followup questions.

The facilitator works to ensure that the test results in high-quality, valid data,
without accidentally influencing the participant’s behavior. Achieving this
balance is difficult and requires training.

(In one form of remote usability testing, called remote unmoderated


testing, an applicationmay perform some of the facilitator’s roles.)

Tasks
The tasks in a usability test are realistic activities that the participant might
perform in real life. They can be very specific or very open-ended, depending
on the research questions and the type of usability testing.

Examples of tasks from real usability studies:

Your printer is showing ―Error 5200‖. How can you get rid of the error message?
You're considering opening a new credit card with Wells Fargo. Please visit
wellsfargo.com and decide which credit card you might want to open, if any.
You’ve been told you need to speak to Tyler Smith from the Project
Management department. Use the intranet to find out where they are located.
Tell the researcher your answer.
Task wording is very important in usability testing. Small errors in the
phrasing of a task can cause the participant to misunderstand what they’re
asked to do or can influence how participants perform the task (a
psychological phenomenon called priming).
Participant
The participant should be a realistic user of the product or service being
studied. That might mean that the user is already using the product or service
in real life. Alternatively, in some cases, the participant might just have a
similar background to the target user group, or might have the same needs,
even if he isn’t already a user of the product.

Participants are often asked to think out loud during usability testing (called
the ―think-aloud method‖). The facilitator might ask the participants to
narrate their actions and thoughts as they perform tasks. The goal of this
approach is to understand participants’ behaviors, goals, thoughts, and
motivations.
Types of
Usability
Testing
Qualitative
vs.
Quantitativ
e
Usability testing can be either qualitative or quantitative.

Qualitative usability testing focuses on collecting insights, findings, and


anecdotes about how people use the product or service. Qualitative usability
testing is best for discovering problems in the user experience. This form of
usability testing is more common than quantitative usability testing.

Quantitative usability testing focuses on collecting metrics that describe the


user experience. Two of the metrics most commonly collected in quantitative
usability testing are task success and time on task. Quantitative usability
testing is best for collecting benchmarks.

The number of participants needed for a usability test varies depending on the
type of study. For a typical qualitative usability study of a single user group,
we recommend using five participants to uncover the majority of the most
common problems in the product.

Remote vs. In-Person Testing


Remote usability tests are popular because they often require less time and
money than in-person studies. There are two types of remote usability testing:
moderated and unmoderated.

Remote moderated usability tests work very similarly to in-person studies.


The facilitator still interacts with the participant and asks her to perform tasks.
However, the facilitator and participant are in different physical locations.
Usually, moderated tests can be performed using screen-sharing software like
Skype or GoToMeeting.

Remote unmoderated remote usability tests do not have the same facilitator–
participant interaction as an in-person or moderated tests. The researcher uses
a dedicated online remote- testing tool to set up written tasks for the
participant. Then, the participant completes those
tasks alone on her own time. The testing tool delivers the task instructions
and any followup questions. After the participant completes her test, the
researcher receives a recording of the session, along with metrics like task
success.

SYNTHESIZING TEST FINDINGS

Synthesis, is about creatively putting together your analysis and research in


order to form whole ideas.

Methods which will Help you Synthesise


Your Research Share Inspiring User
Stories
One way of making sense of your data is to share with your team the most
inspiring stories you’ve heard from the people you’re designing for. Think
about user stories or experiences that have stuck with you: stories which
surprised you, made you curious, or verified or falsified your assumptions.
Best Practice: Construct Your User Story Madlib
As a [who are they], he/she wants to [what do they want to do], so that [their
end goal].

Example: As a freelance consultant, Peter wants to easily schedule meetings,


so that he can ensure his schedule is always organised and effective.

Example: As a corporate web designer, Lisa wants to improve the company’s


website, so that users can easily find and get access to what they need.

Make sense in your Research by Creating Maps


Mapping helps plot experiences, customer journeys, thought processes, a
series of activities or actions and other related behaviour, as well as feelings,
in one place. It would be useless having reams of data and not be able to
understand the essence of it by extracting significant meaning from the data.
Affinity Diagrams and Space Saturate and Group – Clustering and
Bundling Ideas and Facts
The ―space saturate and group‖ method’s goal is to get all of your
observations and findings into one place: Immerse yourself in the chaos of
information you’ve gathered during your research Empathise phase.
Write on post-its, draw your insights, tell stories, and share artifacts.
The term ―saturate‖ relates to the way everyone covers or saturates the
―space‖ with their images and notes in order to create a wall of information
to inform and start ―grouping‖ the following problem-defining process.

Empathy Map
An Empathy map will help you understand your user’s needs whilst
developing a deeper understanding of the person you are designing for. There
are many techniques available for you to develop this type of empathy. An
Empathy Map is one method that will help you define and synthesise your
observations from your fieldwork and research phase, and draw out insights
about your users’ needs

Personas
Personas are fictional characters, which, based on your research, you create to
represent the different user types that might use your service, product,
site, or brand in a similar way. When you create personas you will
understand your users’ needs, behaviours, and goals – it will help you step
out of yourself. It helps you recognise that different people have different
needs and expectations, and it helps you to identify with the user you’re
designing for.
Stories
User stories are short stories that aim to insert the Persona into a situation in
which he or she is using your product or aiming to fulfill the goal you seek to
match. At this point, you should ignore minor details and get to the root of the
who, what and why of the situation
Scenarios
Scenarios expand on user stories and fill in many valuable human and
environmental factors, which flesh out the story providing much more
meaning for exploring various aspects of the solution. Scenarios provide us
with the context within which our personas function, and how their
experiences and needs play out.

Define Your Point Of View (POV)


By the end of your Define mode, you should end up creating an actionable
problem statement, also known as your Point of View (POV). You form your
Point of View by extracting the most important insights about your users’
core human needs that you should fulfill within the problem area you’re
investigating and designing for
Frame Your POV with How Might We Questions
When you’ve defined your design challenge in a POV, you can start opening
up for ideas to solve your design challenge by asking ―How Might We‖.
You’re now moving on to the next phase of the Design Thinking process, the
third phase: Ideation. You start by rephrasing and framing your POV as
several questions by adding ―How might we‖ at the beginning of the POV.
Why-How Laddering
Designers will use why to progress to the top of the so-called Why-How
Ladder where the ultimate aim is to find out how you can solve one or more
problems. In other words, you could say that the Why-How Laddering starts
with asking Why to work out How they can solve the specific problem or
design challenge.
PROTOTYPE ITERATION

The iterative design process is a simple concept. Once, through user research,
you have identified a user need and have generated ideas to meet that need, you
develop a prototype. Then you test the prototype to see whether it meets the
need in the best possible way. Then you take what you learned from testing and
amend the design. Following that, you create a new prototype and begin the
process all over again until you are satisfied that you’ve reached the best
possible product for release to the market.
This iterative process is often called ―rapid prototyping‖ or ―spiral prototyping.‖

When Do I Use Iterative Design?


Iterative design can be used at any phase of the design process, including
when the product has already been launched in the market and you are
looking to create improvements in that product.

Why Does Iterative Design Exist?


 User research prior to product development has to deal with what
people say they will do in most cases. There’s no product
available to examine what they actually do. Sothe first model of
any given product is likely to reflect the ―theoretical use‖ of a
product rather than its actual use.
 Iteration recognizes that this is the case and allows you to quickly
develop a prototype (which is simply a model of the finished
product) and then test that prototype with users to determine what
they actually do when confronted with the product.

 Because prototyping is relatively cheap to do (for example the


lowest fidelity prototype might consist of nothing but pen and
paper sketches) and relatively quick to create, it makes for a cost-
effective system to improve designs without doing all the hard
work (development) and then discovering that the difference
between what users said they would do and what they actually do
is large and expensive to overcome.

The Benefits of Iterative Design


 It allows for rapid resolution of misunderstandings within the
project team andestablished clarity early in the development
lifecycle.
 It brings out user feedback to ensure that system requirements meet
user needs.
 It can help with client relationships to show the evolution of a
design rather than
―dumping‖ a finished product on them.
 It gives the development team some certainty that their efforts
are being focused onadding value for users.
 It provides regular testing which can provide a strong desired
performance framework for acceptance testing.
 It allows for easy incorporation of ―lessons learned‖ in the final
product.
 It gives stakeholders better visibility of progress at each iteration.

Examples of Iterative Design

Best example of iterative design on the web is the use of Wikis. Wikipedia,
for example, contains user generated content. Anyone is free to come along
and improve on that content at any time. It’s easy for a reviewer (or editor) to
visit that improvement and make a decision as to whether the change is an
improvement or whether it takes something away instead.

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