APPLICATION DESIGN - PROJECT 3 LO-FI APP DESIGN PROTOTYPE

19/11/25 - 12/12/25 (Week 10 - 12)

SUN YUTONG (0377440)

APPLICATION DESIGN / Bachelor of Design (Honours) in Creative Media

Project 3: Lo-Fi App Design Prototype



JUMP LINK

INSTRUCTIONS



LECTURES

WEEK 10: Usability Testing & UI Kit


Usability testing:
  • Evaluating a product or service with representative users.
  • Participants are tasked with completing specific actions while observers record notes.
  • The primary aim is to detect usability issues, gather qualitative data, and assess overall user satisfaction.
  • It doesn't yield large feedback samples like questionnaires.
UI Kit:
  • Pre-packaged collection of all UI components for a mobile app or website. 
  • With a UI kit, designers don’t need to create every design component from scratch.
  • Many UI kits can be used as templates for niche-specific use cases. For example, all e-commerce apps should have a similar user interface. So a designer can use an e-commerce UI kit or wireframe kit as a starting point and then customize the interface from there. 
  • UI design has a massive impact on how much time users spend in an app. If the app is well designed, easy to navigate, and responsive, users are less likely to churn or uninstall the app
WEEK 12: Usability Heuristics


Usability Heuristics:
Usability heuristics are general principles or guidelines (Rules of thumb)that designers and 
usability experts use to assess and enhance the user friendliness and overall usability of products like websites and applications.

1. Visibility of System Status

The system should always keep users informed about what is happening through clear and timely feedback, helping users understand the current system state and feel in control.

2. Match Between System and the Real World

Interfaces should use familiar language, concepts, and visual metaphors that match real-world experiences, making the system easier to understand and more intuitive.

3. User Control and Freedom

Users should be able to easily undo, redo, cancel actions, or navigate back, ensuring they feel in control and not trapped within the system.

4. Consistency and Standards

The interface should maintain consistent visuals, behaviors, and feedback across all screens, allowing users to predict how the system will respond.

5. Error Prevention

The design should minimize user errors by providing clear instructions, confirmations for critical actions, and real-time input validation.

6. Recognition Rather than Recall

The system should reduce cognitive load by allowing users to recognize options and information instead of relying on memory.

7. Flexibility and Efficiency of Use

The interface should support both novice and experienced users by offering customization, shortcuts, and adaptable interaction flows.

8. Aesthetic and Minimalist Design

The design should focus on simplicity and clarity, using visual hierarchy, whitespace, and consistent styling to enhance usability and reduce distraction.

9. Help Users Recognize, Diagnose, and Recover from Errors

The system should clearly communicate errors using understandable messages and visual cues, and guide users toward resolving the problem so they can continue their tasks smoothly.

10. Help and Documentation

The system should provide accessible help and documentation, such as contextual tips, tutorials, and support resources, to assist users in understanding and using the system effectively.


PROJECT 3 LO-FI APP DESIGN PROTOTYPE

Sketches and wireframes:

Based on the site map of Project 2, I determined the functional allocation in the application and then drew sketches and wireframes.

Fig 1.1 Sketche

Fig 1.2 Sketche

Fig 1.3 Wireframe

Lo-fi prototyping:

Next, I referenced the UI/UX design, and then I started designing the lo-fi figma prototype based on the sketches and references.

When refining the prototype design, I realized that the design of each function needed to be improved to complete the action from start to finish. During the production process, I made many revisions.

Figma Link: https://www.figma.com/design/BSjeXZSledgvhxmtO47cI6/Assessment-3---Lo-fi-prototype?node-id=0-1&t=mK1LnJKOS5qRTPst-1

Fig 2.1 Figma workspace

Usability Test Plan:

After completing the prototype design, we need to conduct usability testing. So I completed the usability test plan and then carried out usability testing.

Goal:
This usability test aims to evaluate whether users can easily navigate the travel app and complete key travel planning tasks. The test focuses on identifying usability issues in destination browsing, attraction exploration, and itinerary creation. This will help ensure the app supports efficient and intuitive travel planning.

Fig 3.1 Usability test plan

Next, we conducted online user usability testing.

Based on user feedback and observations during testing, I completed the usability test report.

Fig 3.2 User test report (1)

Fig 3.3 User test report (2)

Fig 3.4 User test report (3)

Next, based on the issues raised by users and the problems I observed during user use, I made further adjustments and improvements to the lo-fi prototype design.


FINAL PROPOSAL SLIDES




FEEDBACKS

WEEK 10: No feedback

WEEK 11: No feedback

WEEK 12: Mr. Sylvain suggested that I enlarge the font to ensure readability. He also suggested that I adjust the overall design of the app to make it look like a single, cohesive app.


REFLECTION

In this task, I learned how to design a Li-Fi prototype. I first completed sketches and wireframes, then studied and referenced the UI/UX designs of many excellent travel apps, and finally completed the Li-Fi prototype design based on the sitemap.

After completing the Li-Fi prototype design, I conducted user testing to ensure its usability. During the testing phase, I identified areas that needed modification and optimization. Usability testing is a crucial part of prototype design, greatly helping us adjust the prototype's usability.


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