Application Design 1 / Task 3: Low Fidelity Prototyping and Testing
18/11/25 - 9/12/25 // Week 9 - Week 12
Chuah Shu En // 0368157
Bachelors of Design (Honours) in Creative Media
Chuah Shu En // 0368157
Bachelors of Design (Honours) in Creative Media
Application Design 1 // Task 3: Low Fidelity Prototyping and Testing
Wayfinding: being guided without knowing (don't need to stop to think)
Levels of Navigation
Global: High level, always there (logo, navbar)
Local: Sub-categories (going inside to another page)
Contextual: Things that change based on user (FYP)
Faceted: Filters and sorting
Supplemental: Extra (inside option settings etc)
Decision Making
We want the users to make the right decisions.
Alternatives
Uncertainty
High-risk consequences
Interpersonal issues (considering other people that're with u)
Complexity
Having less options makes the user feel less overwhelmed and regret their
choices less.
*Doesn't mean complexity is bad, depends on the user
The Hook Model
> Trigger (internal/external) > Action > Variable reward
(external/internal) > Investment >
16 margin & gutter
Properties - u can easily change the colour of all assests that are under said
property
Double click lower frame and it will go back and stick to the text
Next week- 5 screen flow figma
Week 12
CRAP
Consistency, Readability, Alignment, Priority
Tip:
- Name your assests "asset_function" e.g. "btn_confirmation" "img_kitten" so you can find it easier
- Add your contact in the file so people can find you for new projects
Week 13
UI Design
UI Design
Anything below 12pt is considered unreadable. (for T&C)
Pure black (#000000) is rarely used bcus it's very high contrast which is bad
for the eyes.
60-30-10 rule can help when using colours to show hirearchy.
Adding drop shadow (any colour from your palette) to buttons to show CTA to
press.
Most people don't read text, #ENdon'tread, so buttons should be big and nice
to press.
Pretend all your users are beginners (e.g. put icon + label on buttons), the
buttons should explain what it's gonna do if it's something critical (e.g.
complete purchase)
First radius + distance = Curve for the bigger box
First radius + distance = Curve for the bigger box
Icon line weight should be similar
Breadcrumbs- the user should be able to navigate from anywhere in the app back
to their path (e.g. arrows)
Mobile space
- Preserve readability
- Give space in between each element
- Considering frames (do you really need a frame/border for this specific
element?)
UI Controls
Drop down menus that are too big for the screen should have it's own page
Radiobutton- the button that shows what you selected
Figma Tutorial
Save stuff into style & you can re-use it (like paintbrush icon in
mspowerpoint)
Instructions
<iframe src="https://drive.google.com/file/d/1qA2ezKaWoydET2OmLw9DLLmCuyqBJ0p9/preview" width="640" height="480"></iframe>
Task
First I started with some sketches of the wireframe in my sketchbook. I
decided to change some of the things compared to the sitemap in my previous
task because I felt it flowed better.
Then, I proceeded to user testing. Below is the google drive link for the
testing videos.
Figma Link: https://www.figma.com/design/6PRDyLGPP28bQvILl4er04/App-Design-Exercise?node-id=0-1&t=KNDJuvrQxGAUccUS-1
Presentation Deck: https://www.canva.com/design/DAG7Z-U6Gl8/Mzd4YvAxZ_AcpnrmXqFS_A/edit?utm_content=DAG7Z-U6Gl8&utm_campaign=designshare&utm_medium=link2&utm_source=sharebutton
Feedback
No feedbacks because I got lazy.
Reflections
I had a lot of fun building the Lo-Fi prototype because it felt like building my own Lego set. I learned a lot about Figma through the in-class tutorials by Mr. Sylvain.



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