Application Design 1 - Assessment 3 : Low Fidelity Prototyping and Testing
11 November 2025 - 14 December 2025 // Week 8 - Week 12
TABLE OF CONTENTS
LECTURES
Week 10
Decision Making:
Decision Making:
- alternatives
- uncertainty
- high-risk consequences
- interpersonal issues
- complexity
Decision Making Process:
- Gather Relevant Information
- Identify & Examine Alternatives
- Choose Among the Alternatives
- Take Action
- Review your Decision & It's Impact
Decision Fatigue:
- We have a limit amount of mental energy through the day.
- When mental depletion sets in, it is hard to consider long term impact of decisions, and what will be the cost of a compromise
- Decision fatigue sets in when we are tired and can't proceed risk and rewards correctly.
Investment:
- Cumulative or compounds towards a goal
- Time & effort invested in a feel worthwhile
- creare a positive outlook towards the product
Week 11
Usability Testing:
Why test?
- User Expectations
- Knowledge Gaps
- Problems
- Feedbacks
- Ideas
When & what to test?
- As early as possible
- As often as possible
- Everthing unsure
Limits of testing
- Not everything can be tested
- Test depends a lot on the tester
- Tests take time
Why planning?
- Team direction
- Consistency
- Less problems
- Easy report
A Test Plan
Participants
- Target Users
- Where or how to find them?
- Live, online or in a specoodc location
- How to recruit them?
How to Recruit?
- Close to Personas
- 3-5 Participants
- Compensation
- Better than nothing
Usability test example
- Brief the tester
- Get their info (if needed)
- Give task(s)
- Observe and take notes
- Ask follow-up questions
- Thank and wrap
Feedback Sandwich
positive overview > details you like > things to improve >
encouraging closure
Week 12
Design Principles
- Balance
- Contrast
- Emphasis
- Unity
- Proximity
- Repetition
- Alignment
- Hierarchy
- Simplicity
- Negative Space
INSTRUCTIONS
TUTORIAL & PRACTICAL
Mr Sylvain also guided us step by step on how to use Figma to create wireframe
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| Figure 2.3 ; Wireframe 1 |
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| Figure 2.4 ; Wireframe 2 |
Week 11
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| Figure 2.5 ; Test Plan |
Goal
Can users search for specific food items without feeling confused or overwhelmed?
Logistics
- Type of Test: Moderated usability test
- Location: in-person on campus
- Equipment: Laptop/phone, prototype/live app, screen recording
- Duration: 5–10 minutes per participant
- Number of Participants: 5–8 (standard usability sample)
Participants
- Users aged 15–50 who order food online at least once per week
- Must be familiar with GrabFood / Foodpanda / delivery apps
- Should represent typical users (not designers or developers)
- Preferably university students who often order food when busy
Metrics
Focused on the search experience:
Quantitative
- Time taken to find a specific food item
- Task success rate (Found it / Couldn’t find it / Needed help)
- Number of errors (wrong search terms, backtracking, unnecessary clicks)
Qualitative
- User comments related to confusion, difficulty, or overload
- Emotional response (“easy”, “frustrating”, “too many choices”)
- Clarity rating: “How clear was the search experience?” (1–5)
Tasks
Tasks designed to test whether the user gets confused or overwhelmed:
-
Search for a specific food item
e.g., “fried chicken”, “ramen”, or “bubble tea”. - Find one restaurant offering that item.
- Choose one menu item related to the search term.
- Add it to the cart.
ASSESSMENT 3
IDEATION
Sketches
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| Figure 3.1 ; Sketches |
For the sketching stage, I began by exploring the rough ideas I had in mind
for Splitwise 2.0,
focusing on improving clarity while retaining familiar structures.
Wireframes
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| Figure 3.2 ; Wireframes |
References
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| Figure 3.3 ; References |
Lo-fi prototype
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| Figure 3.4 ; Lo-fi prototype |
Using the wireframes as a foundation, I created a low-fidelity prototype in Figma, incorporating key interactions to simulate the main user flows. This
allowed me to test the structure and navigation of the app without being
distracted by colours or visual styling, keeping the focus on usability and
functionality.
Usability Testing
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| Figure 3.5 ; Usability Testing #1 |
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| Figure 3.6 ; Usability Testing #2 |
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| Figure 3.7 ; Usability Testing #3 |
Test Report
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| Figure 3.8 ; Test Report |
Based on the usability testing, I identified several areas that require
improvement, particularly related to button size and visual hierarchy.
These findings will guide the design changes in the next stage of the
project, where I plan to refine the interface further and address the
identified usability issues before moving on to higher-fidelity
designs.
Figma workview link :
Figma prototype link:
Canva presentation slide link: https://www.canva.com/design/DAG7NFihSrQ/92UNQhD6dxxyRaSs3TxzQw/view?utm_content=DAG7NFihSrQ&utm_campaign=designshare&utm_medium=link2&utm_source=uniquelinks&utlId=h25cb65b687
REFLECTION
Working on this task made me realise how differently users can interpret
design choices compared to my original intentions. Observing moments of
hesitation during usability testing was eye-opening and pushed me to
reflect more critically on my design decisions. This experience
strengthened my understanding of the importance of testing, iteration, and
being open to feedback as an essential part of the design process.















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