Application Design I / ASSESSMENT 3: Application Design Lo-Fi Prototype
Daphne Lai Yu Cheng / 0366380
DST60504 / Application Design I / Bachelor of Design (Honours) in Creative Media / Taylors' University
Week 9 (19/11/2025):
Figure 1.5 14 Wireframes Sketches
Week 10 (26/11/2025):
Figure 1.7 Web Navigation Activity
Week 11 (3/12/2025):
Usability Testing
- Evaluating a product or service.
- Participants are tasked with completing specific actions under observation.
- To detect usability issues, gather qualitative data and overall user satisfaction.
- Pre packed collection of all UI components.
- UI design impacts app navigation.
- Consists of typography, colour palette, iconography, components, layout and grids.
Week 12 (10/12/2025):
- General principles or guidelines to assess and enhance the user friendliness and overall usability.
Jakon Nielsen's 10 Usability Heuristics
- Visibility of system status: Confirmation and error messages, navigation cues and progress bar.
- Match between system & real world: House image & home page icon.
- User control and freedom: Flexibility to redo or undo.
- Consistency and standards
- Error prevention
- Recognition rather than recall: Users being able to recognise information rather than having to recall it from memory.
- Flexibility and efficiency of use: Customisation, shortcuts, adaptability.
- Aesthetic and minimalist design: Simplicity, clarity and visual appeal.
- Help users with errors: Visual cues, celar error messages and guided recovery paths.
- Help and documentation: User guides and tutorials, online support.
UI Visual Elements
- Line
- Shape
- Colour
- Form
- Texture
- Space
- Text
- Colour
- Shadow
- Buttons
- Icon
- Photos
- Illustrations
- Cards
- White space
UI Navigational Component
- Search bar
- Breadcrumb
- Pagination
- Slider
- Tags
- Icons
- Carousel
- Mobile specs
UI Controls
- Dropdown
- Radio button
- Checkbox
- Toggle
- Date & time picker
- Grids
Figure 1.8 Usability Principles Class Activity
INSTRUCTIONS
Assessment 3: Application Design Lo-Fi Prototype
1. Where are we so far
(take
back from assessment 2)
Explain
in a few words what was the outcome of your research, what you found out and what features you focus on.
2. Sketches
Show
us some creativity: paper scan, nice view of your desk, artistic view of lots of
creative sketches... Iterations of homepage... show some paper
process!
3. Wireframes
What
does your app looks like on paper, where all the screens are linked to each other.
The
wireframe shows your app before you make it on Figma, it's the plan to
build.
4. References
A
few good examples of apps you look up to, that you inspire
from.
They
should be good examples of CRAP (Consistency, Readability, Alignment, Priority)
5. Lo-Fi prototype
Introduce your Lo-Fi, explain the flow and what happens on the pages of the happy
path, and more if you want to.
Link to your Figma file so I can check it out.
6. Usability Testing (x3)
1
page to explain your process, how you set up for testing, what tasks did you give to the users
(minimum
3 tasks, no maximum of time and tasks, test as you wish)
7. Test Report
1 page per test, what they managed, what were their issues during the test, what did you find out?
8. What's next?
What's
the plan for the UI kit and Hi-Fi?
Sketches & Wireframes
I started with doing sketches and wireframes with references of different application designs using Pinterest and Mobbin for the lofi prototype.
Figure 2.1 Process
Lo-Fi Prototype
I moved on to completing the lo-fi prototype using Figma. The 3 tasks for user testing were created in this file for the user testing later.
Figure 2.2 Lo-Fi Prototype
User Testing
For user testing, I created a spreadsheet to note down users' feedback on the lofi prototype. 3 people participated in the user testing.
SUBMISSION
This assessment helped me understand the importance of user testing in improving a redesign rather than relying solely on my own perspective as a designer. By conducting user testing using a Figma prototype, I was able to identify usability issues and areas for improvement that I would not have noticed on my own as the flow felt clear to me but user testings showed that certain UI/UX elements could still be confusing to others.
Through the three user testing sessions, I observed how differently users think and interact with an interface. Some testers hesitated, misunderstood certain elements or approached tasks in unexpected ways. Observing these behaviours helped me step away from my own assumptions and better understand users’ needs. The feedback I received highlighted areas for improvement and guided me in making the redesign more user centered.
Overall, I learnt the importance of usability principles in the design process and good UI/UX design is not only about aesthetics but also about clarity, accessibility and creating an experience that works well for different types of users.








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