Application Design - Task 3
24/9/2025-Ending Week
FENG SHIWEN / 0374595
Bachelor of Design in Creative Media
Taylor's University
TABLE OF CONTENTS
LECTURES
Week 11
Week 12
Week 13
TASK 3
Assessment 3 - guidelines
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?
From the test and your own observations, what needs to change before you
move on to High Fidelity?
Presentation Canva slides : Assignment 3
Wireframes :
Lo-Fi prototype :
REFLECTION
Experiences
During Weeks 10 to 12, the main focus was on navigation design and
low-fidelity prototyping. In class, we explored different types of
navigation patterns, including bottom navigation, hierarchical navigation,
and task-based flows. Seeing these patterns side by side helped me better
understand why certain structures are more suitable for specific types of
apps. We also learned the key principles of building Lo-Fi prototypes and
practiced turning ideas into simple, functional layouts. This stage was
more hands-on than previous weeks, as most of the time was spent
sketching, arranging screens, and linking basic interactions.
Observations
One thing I noticed during this stage was how much navigation
influences the overall experience, even when the interface is very
simple. Without colors, images, or animations, any confusing structure
became immediately obvious. If users hesitated or took a wrong turn, it
was usually because the navigation or information hierarchy was not
clear enough.
I also realized that Lo-Fi prototyping is not about making something
look complete, but about exposing problems early. Small issues such as
unclear labels, missing feedback, or inconsistent navigation placement
became easier to spot. Working in black and white also helped me stay
focused on usability instead of spending time on visual polish too
early.
Findings
Through this process, I learned that good navigation is less about
creativity and more about clarity and consistency. A well-structured Lo-Fi
prototype can already reveal whether an app works or not, even before any
visual design is applied. These weeks helped me build more confidence in
designing with purpose, and showed me that testing and iteration are
essential steps before moving on to high-fidelity design.

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