Application Design I | Task 3

 

Application Design I

21/11/2025 - 12/12/2025| Week 09 - Week 11

Jesslyn Octavia Tjong / 0374562 / Bachelor of Design (Honors) in Creative Media

Application Design I / Taylor's University

Table of Contents
I.  LECTURE
II. INSTRUCTION

I.  LECTURE

Lecture 11: Usability Testing & UI Kit

Usability Testing (What & Why)

  • Usability testing = testing your app with real users, not guessing.

  • Users are given specific tasks, while designers observe silently.

  • Goal is to spot usability issues, understand confusion, and gauge satisfaction.

  • Focuses on quality insights, not big data like surveys.

How to Conduct Usability Testing

  • Prepare a low-fidelity prototype (wireframes are enough).

  • Create 3 clear user scenarios with written instructions.

  • Recruit 3 participants (each does 1 scenario).

  • Conduct testing remotely (e.g. Zoom) and share the Figma link.

  • Ask follow-up questions → analyze patterns → refine the design.

Task Design (Examples)

  • Account tasks: sign up, log in, edit profile.

  • Navigation tasks: find menu, settings, or key features.

  • Core actions: search, transfer money, purchase items.

  • Tasks should feel realistic and goal-oriented, not step-by-step tutorials.

UI Kit (Why It Matters)

  • A UI kit is a pre-packaged system of reusable UI components.

  • Saves time — no need to design everything from scratch.

  • Helps maintain visual consistency across the app.

  • Often used as a starting point, then customized for brand needs.

What’s Inside a UI Kit

  • Color palette (primary, secondary, states).

  • Typography system (fonts, sizes, hierarchy).

  • Components (buttons, inputs, cards, modals).

  • Layouts & grids to keep screens aligned and stable.

  • Iconography that matches the overall style.


Lecture 12: Usability Heuristics

What Are Usability Heuristics?

  • General rules of thumb for good UI/UX.

  • Created to help designers identify problems early.

  • Based on Jakob Nielsen’s research (industry standard).

Jakob Nielsen’s 10 Heuristics (Key Takeaways)

1. Visibility of System Status

  • Always tell users what’s happening.

  • Use loading states, confirmations, progress bars.

2. Match Between System & Real World

  • Use familiar language and icons.

  • Avoid technical jargon — speak like a human.

3. User Control & Freedom

  • Let users undo, cancel, or go back easily.

  • No dead ends or forced paths.

4. Consistency & Standards

  • Same actions should behave the same everywhere.

  • Buttons, icons, and layouts shouldn’t “jump around”.

5. Error Prevention

  • Prevent mistakes before they happen.

  • Confirm destructive actions (delete, pay, submit).

6. Recognition Rather Than Recall

  • Don’t make users remember things.

  • Show options, history, and visible navigation.

7. Flexibility & Efficiency of Use

  • Support both beginners and power users.

  • Shortcuts and customization improve efficiency.

8. Aesthetic & Minimalist Design

  • Keep it clean and focused.

  • Remove anything that doesn’t serve a purpose.

9. Help Users Recover from Errors

  • Clear error messages that explain what went wrong.

  • Tell users how to fix the problem.

10. Help & Documentation

  • Tooltips, tutorials, FAQs matter.

  • Help should be easy to find, not hidden.


Lecture 13: User Interface Visual Elements

Core Visual Elements

  • Line & Shape: define structure, icons, and grouping.

  • Color: builds hierarchy, mood, and brand identity.

  • Space (White Space): improves focus and readability.

  • Texture & Form: adds depth, but don’t overdo it.

Text & Typography

  • Clear hierarchy: headings vs body text must be obvious.

  • Avoid long text blocks — break content into chunks.

  • Font choice affects tone, readability, and trust.

Color Usage

  • Avoid pure black (#000000) — too harsh on eyes.

  • Ensure good contrast (WCAG readability standards).

  • Color should guide attention, not overwhelm.

Buttons & Interactions

  • Button height: 40–60pt (never smaller).

  • Primary buttons = main action.

  • Secondary buttons = edit or go back.

  • Tertiary buttons = optional actions (share, save).

  • Only clickable elements should look clickable (shadows matter).

Icons & Images

  • Icons should live in a consistent bounding box.

  • Icons can support text — not always replace it.

  • Photos should have one clear focal point.

  • Use overlays to keep text readable on images.

Cards & Layout

  • Cards = condensed versions of full pages.

  • Only include essential information.

  • Use grids to prevent layouts from feeling messy.

  • White space helps content breathe and feel intentional.

Navigation Components

  • Search bars, sliders, tags, carousels = guide exploration.

  • Carousels are good for featured content, not everything.

  • Navigation should feel predictable and familiar.

 II. INSTRUCTION


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