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

TASK

REFLECTION



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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