Unit 4
Unit 4
Year –V
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UNIT IV WIREFRAMING, PROTOTYPING AND TESTING Year –V
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.
Features of Sketch:
Sketches are:
Quick: Don’t invest a long period producing them.
Timely: Produce them when and as the need arises.
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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:
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.
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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.
During a sketch test, notice if your participant exhibits any of the following behaviors,
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SKETCHING RED ROUTES
Dr. David Travis of User focus identified that the analogy of the red route. By identifying the
core 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.
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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 :
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
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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.
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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.
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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
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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 smallest
screen 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.
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.
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The Elements of a Wireframe
1. The logo signifies brand identity. It usually sits at the top corner of a page and anchors
the brand's presence.
2. Navigation helps users explore different parts of the site or app. Commonly seen as a
menu 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 for
content-heavy sites.
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 in
understanding the content-to-visual balance on a page.
7. Videos mark the areas on the wireframe where multimedia content, such as videos or
animations, will appear.
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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 they
still 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 wireframes
present actual images and relevant content.
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.
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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 can
review, 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 of
gathering feedback.
Interactivity: Some tools enable clickable wireframes. This simulates user interactions
by offering a dynamic preview.
Integration: Many tools integrate with other design software. This streamlines the
transition from wireframing to high-fidelity designs.
Asset management: It’s easy to organize and store assets. Icons, components, and UI
elements remain at your fingertips.
1. Figma
2. Mockflow
3. Lucidchart
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4. Miro
How to Create Wireframes: A Step-by-Step Guide
Utilizing tools like user personas or the jobs-to-be-done (JTBD) framework can be invaluable
here.
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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.
Recognizing these steps will highlight the necessary features and inform your design
decisions.
Information architecture: Focus on how you organize the content and prioritize
information based on its significance.
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.
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What is Wireframing in UX?
Wireframing in UX refers to creating a skeletal layout for a digital product. It's the blueprint
or foundation upon which you create the design
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.
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Wireframe Page Layout: Structuring Content
Header: The topmost section, usually containing the logo, navigation links, or contact
details.
Main content area: The primary section where the core content resides. It's the focal
point of the user's attention.
Sidebars: Secondary content areas, often containing links, ads, or additional
information.
Footer: The bottom section displays copyright information, additional links, or contact
details.
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Strengths
Weaknesses
The digital sketch shows the main parts of a mobile eCommerce site
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Strengths
Allows designers to quickly visualize product listings, calls to action, and user
journeys.
Encourages a focus on essential eCommerce elements like product images, pricing,
and checkout flow.
Great for brainstorming promotional placements or special features.
Weaknesses
Creating Wireflows
Wireflows are a combination of wireframes and flowcharts. They can document
workflow 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.
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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.
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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
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The three primary types of prototypes based on fidelity are:
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 product
closely. They're used for advanced user testing and to get a realistic feel of the final design.
Low-fidelity
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
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.
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Why We Need to Prototype
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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.
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.
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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 as
able) 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
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).
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A mock-up of a website
Flowcharting tools – To help predict users’ needs, thoughts and actions and align these with
business needs through flowcharts: E.g., LucidChart, OmniGraffle.
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 of
solutions (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 Microsoft
Office suite of apps, which means you probably don’t have to learn to use it.
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.
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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, and
collaboration in the same platform.
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Figma: Known for its cloud-based interface, Figma enables real-time collaboration, making it
a 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 their
simplicity 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.
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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.
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 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
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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.
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 or
any 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 may
be 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
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describe which usability aspects should have been improved or which other aspects might
suffer.
• Examples: Each example shows how the pattern has been successfully applied in a real
life system. This is often accompanied by a screenshot and a short description.
• Implementation: Some patterns provide implementation details.
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, for
example '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
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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.
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Examples
As in all MS Office
applications, in
Word 2000 the users
can see the history of
their actions and
undo one or more of
them. The actions are
briefly described and
the users can select a
range of actions to be
undone. After
selecting undo, users
can even redo the
actions.
In Photoshop a
selective undo is also
possible. By moving
the slider, users can
do the normal multi-
level undo but they
can also drag an
action into the
trashcan and thereby
do a selective undo.
Operations that
depended on that
action are
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automatically deleted
as well of they are
not relevant
anymore.
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2) Assess their performance and mental state as they try to complete tasks, to see how well
your design works.
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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.
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.
a. Prioritize the most important tasks to meet objectives (e.g., complete checkout), no more
than 5 per participant. Allow a 60-minute timeframe.
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.
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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.
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.
Quantitative – time users take on a task, success and failure rates, effort (how many clicks
users take, instances of confusion, etc.)
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:
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Develop realistic tasks for participants to perform and set up a controlled, neutral
environment for testing.
Observe user interactions, noting difficulties and successes, and gather qualitative and
quantitative data.
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.)
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 how
to design a great user interface? Even the best UX designers can’t design a perfect — or even
good enough — user experience without iterative design driven by observations of real users
and 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.
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, answers
the 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 application
may 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.
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).
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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. Quantitative
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 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
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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.
Synthesis, is about creatively putting together your analysis and research in order to form
whole ideas.
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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.
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.
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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.
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.‖
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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.
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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