UNIT IV: Wireframing, Prototyping, and Testing
1. Sketching Principles
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Sketching is a fast, low-cost way to visualize concepts and explore ideas before detailed design.
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Principles:
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Use simple shapes and lines for clarity.
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Annotate sketches to explain functionality.
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Focus on layout, navigation, and information hierarchy, not decoration.
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Multiple variations are encouraged for ideation.
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2. Sketching Red Routes
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Red routes are the critical user paths essential to a product’s core functionality.
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Sketch these flows first to ensure vital interactions are optimized and obstacles are removed.
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Helps prioritize features and prevent unnecessary complexity.
3. Responsive Design
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The practice of building user interfaces that adapt seamlessly to different devices (phones, tablets, desktops).
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Uses:
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Flexible grid layouts (percentages, ems, rems)
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CSS media queries for breakpoints
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Flexible images and components
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Ensures usability and accessibility for all users.
4. Wireframing
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A wireframe is a basic, non-stylized representation of a user interface, focusing on layout, hierarchy, and functional zones.
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Used to:
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Blueprint screen/page structure
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Identify navigation, content blocks, and CTAs
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Validate flow before investing in visual details
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Tools: Paper, Figma, Balsamiq, Sketch
5. Creating Wireflows
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Combines wireframes with flow charts, mapping out UI screens and their navigational paths.
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Useful for showing step-by-step processes (e.g., checkout, onboarding).
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Clarifies how users move from one screen to another.
6. Building a Prototype
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A prototype is an early, interactive model of a product—higher fidelity than wireframes.
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Purposes:
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Demonstrates look, feel, and working flow
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Enables hands-on usability testing
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Communicates intent to stakeholders and developers
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Prototypes can be:
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Low-fidelity (paper, clickable wireframes)
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High-fidelity (detailed design, realistic interactions in tools like Figma, XD)
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7. Building High-Fidelity Mockups
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Polished, pixel-perfect visual designs illustrating exactly how the product will appear and function.
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Include precise colors, fonts, images, and UI elements.
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Useful for stakeholder approval, developer handoff, and marketing previews.
8. Designing Efficiently with Tools
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Modern design and prototyping tools enable:
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Component-based workflows (reuse, consistency)
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Rapid iteration and feedback
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Real-time collaboration (Figma, Adobe XD, Sketch)
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Tools streamline both the creation of wireframes/prototypes and team communication.
9. Interaction Patterns
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Standardized ways users interact (modals, accordions, carousels, infinite scroll, etc.).
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Applying known patterns speeds development and increases user familiarity and ease-of-use.
10. Conducting Usability Tests
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Purpose: Observe actual users interacting with prototypes or products.
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Steps:
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Recruit target users
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Define tasks/scenarios
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Record observations, collect feedback
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Analyze pain points and successes
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Iteratively improve the design based on insights.
11. Other Evaluative User Research Methods
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A/B Testing: Comparing two versions to see which performs better.
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Surveys: Gather quantitative feedback after sessions.
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Heatmaps: Visualize clicks, scrolls, and attention on screens.
12. Synthesizing Test Findings
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Aggregate usability and research data.
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Identify common issues, improvement opportunities, and user satisfaction metrics.
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Use findings to prioritize and implement design changes.
13. Prototype Iteration
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The process of rapidly refining wireframes and prototypes based on user testing and feedback.
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Repeat cycles until usability, satisfaction, and performance goals are met.
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