Lesson 4: Developing Designs

Lesson 4: Developing Designs jib18

Lesson Overview

Lesson Overview azs2

In this module, you will be developing a wireframe prototype design using the balsamiq software to visualize your project. Prototypes are draft designs that are an important prerequisite to beginning the complete design.

In this module, you will be creating wireframe prototypes of your design for each included and extended page of the design, as well as user steps or tasks to describe to the user how to navigate the system. You will need to explain each design option including drop down menu, settings menus, and other “hidden” options that the user can access.

This module will culminate with multiple wireframe designs as well as a detailed step by step explanation for the user to navigate your system.

Objectives

At the successful completion of this lesson, students should be able to:

  1. Create a wireframe prototype using the balsamiq software
  2. Develop detailed user steps or tasks to evaluate your users' ability to navigate the design
  3. Explain and describe in detail all the additional features and design options available to the users

Assignments

Step Activity Directions
1 Work through Module 2 You are in the Lesson 4 online content right now. Be sure to carefully read through the online lesson material.
2 Assignment Create a wireframe prototype design using balsamiq and explain to the user how to navigate the design, and/or develop a user task process to evaluate the users' ability to navigate the design.
3 Technology Training None this week – learn how to use balsamiq

Questions?

Please use the Discussion Forum to ask you classmates for additional suggestions as you are drafting your research questions. You can feel free to email me and I will strive to respond within 48 hours. I am also available for a phone call or zoom meeting upon request.

Wireframe Prototypes

Wireframe Prototypes azs2

Prototypes are important for UI/UX development and to elicit user feedback and develop user-centric designs. A Wireframe prototype is a digital mockup of your design, developed prior to creating the final design, in order to gather user feedback. Prototyping provides the opportunity for design flexibility and iteration, in order to respond to user needs.

A useful tool for developing digital prototypes is the Balsamiq software, which is a web tool that lets a designer create a mockup by simply dragging and dropping common interface elements into a layout. Additionally, it lets you provide as much detail as is necessary for your users to visualize your design prototype.

Digital prototypes and mockups have been implemented in a variety of disciplines including environmental education, emergency response, and others.

For example, the geospatial prototype design below outlines an environmental education app, which provides an excerpt of information that will be available in the final design. Notice the prototype shows each of the included and extended pages that the user will potentially be exposed to when interacting with the design.

First, the design begins with the user interview (which you developed and designed in module 2), and then includes the user registration page (figure a), the user login page (figure b), the list of environmental topics (figure c), and the extended environmental page (figure d). Notice that the design incorporates UI/UX features into the prototype to make it aesthetically appealing for the user.

Mobile app diagram
Figure 1: An environmental education design prototype that shows an effective prototype design for gathering user feedback. Screen capture acquired by Brandi Gaertner.
Source: Andrade-Arenas et al 2024 Figure 3 “Mobile APP (a) environmental topics and (b) definition of environment."

References:

Andrade-Arenas, L., Giraldo-Retuerto, M., Molina-Velarde, P., & Yactayo-Arias, C. (2024). Mobile application: awareness of the population on the environmental impact. Bulletin of Electrical Engineering and Informatics, 13(2), 1256-1267.

Cognitive Walkthroughs

Cognitive Walkthroughs azs2

Simply incorporating the prototypes is not enough, you also need to explain to your user how to navigate the system. You can do this one of two ways:

  1. Cognitive Walkthrough: You can provide a set of tasks for your user(s) to complete, including different tasks for each persona/scenario. The user needs to have enough detail to efficiently navigate the system, and “tasks” to conduct once they’ve navigated the design to the proposed tasks.
  2. User Steps: You can provide specific step by step explanations for your users to navigate the prototype, providing specific details for included an extended prototypes.

A cognitive walkthrough places a user from each persona in a simulated environment where they need to navigate the design through a human-computer interaction (HCI) process. The ability of the users to effectively navigate the system and complete “tasks” provides valuable feedback on system usability and navigability.

Cognitive Walkthrough example: In the design below describing the process for creating a Canadian Open Government Data Web App, a prototype and a user task system was developed to evaluate the usability of the system.

Canadian Open Government Data Web App Homepage
Figure 2: The prototype design for the Canadian Open Government Data Web App. Screen capture acquired by Brandi Gaertner.
Source: Mitchel and Stobert Figure 9: “The redesigned parent page of open.canada.ca. Banner image by Ottawa Tourism."
Canadian Open Government Data Web App Open Government portal page
Figure 3: The prototype design for the Canadian Open Government Data Web App. Screen capture acquired by Brandi Gaertner.
Source: Mitchel and Stobert Figure 11 “The redesigned narrowed search result page, with organized content cards for additional linked content.”

Tasks 1 - 6

  • Task 1: You want to search for a new dataset you’ve heard about. Try doing so on the following page (Figure 2).
  • Task 2: You’re interested in creating your own app with data from the Portal. Try finding more information on doing so (Figure 3).
  • Task 3: A search you want to perform requires some more advanced filtering. Try finding a place to perform a complex search (Figure 3).
  • Task 4: You only want to find data with a visualization included. Try ensuring you only include visualized data (Figure 3).
  • Task 5: You’re not sure if the data has been officially released yet, or if it is still being worked on. Try looking for a place to find data or information that is currently in draft versioning (Figure 3).
  • Task 6: You have an idea for a new dataset to be released. Try finding a place to present this idea (Figure 3).

Note: Tasks 1-6 of the cognitive walkthrough for figure 2 and 3, which were implemented to evaluate the usability and navigability of the design.
Source: Mitchell and Stobert, Page 17.

Your Turn:

Complete your own prototype design for your project and follow a similar cognitive walkthrough process as is demonstrated in the Mitchel and Stobert article. Be sure to include specific tasks for your users to navigate the system and evaluating their completion rate in order to gather valuable user feedback.

References:

Figueiredo, D. A. (2019). Applying the User-Centered Design approach for Prototyping the Interfaces of an Intelligent Emergency Management System (Doctoral dissertation).

Mitchell, S., & Stobert, E. A Usability Analysis of Canadian Open Government Data Presentation.

OTTAWA TOURISM. 2015. Fairmont Chateau Laurier and Parliament Hill at dusk winter. Accessed: 2024. 11. 20.

Lesson 4 Reading Assignment

Lesson 4 Reading Assignment azs2

The reading assignments this week provide an exemplar examples of how to develop design prototypes and a cognitive walkthroughs. Read the attached articles and develop your own design prototypes and cognitive walkthroughs of your design.

Read

Andrade-Arenas, L., Giraldo-Retuerto, M., Molina-Velarde, P., & Yactayo-Arias, C. (2024). Mobile application: awareness of the population on the environmental impact. Bulletin of Electrical Engineering and Informatics, 13(2), 1256-1267.

Think About:

This article showcases an example of geospatial design development using a “cascade methodology” including analysis, design, implementation, and maintenance. You can read the entire article to understand how the design process was implemented. The design prototypes are showcased in figure 3, 4, and 5. While you are reading, think about how you can apply the design showcased in figure 3, 4, 5 and others to develop your own prototypes. Keep in mind the UI/UX features including aesthetic appeal, usability, navigability, and others.

Read

Mitchell, S., & Stobert, E. A Usability Analysis of Canadian Open Government Data Presentation.

Think About:

This article showcases a process for implementing cognitive walkthroughs to evaluate the usability and navigability of geospatial designs. 6.1.1 describes the User Personas and Cognitive Walkthrough process while 8.1.1 outlines the Tasks and Questions that were provided to each user/persona. While you are reading, develop your own cognitive walkthrough tasks – be as specific as possible, and include questions regarding information hidden behind drop own menus, hamburger icons, in settings, and others.

Term Project: Wireframe Design

Term Project: Wireframe Design azs2

Relevant to your project work, a wireframe diagram can be used to communicate, explain, and prototype the basic functionality and requirements, as well as the layout of your product. At the core, wireframes are stories about the future that help to define the functional requirements. User interface wireframes used as prototypes can be coupled with some descriptions to form the body of functional requirements. Functional requirements describe what software does, whereas non-functional requirements capture the quality and constraints of the software, such as performance or security. Functional requirements are gathered through interviews with users and can be written in documents that are difficult to review. Wireframes are an alternate approach to documenting and prototyping functional requirements.

In this module, you will be developing your own prototype/wireframe design, as well as, developing a cognitive walkthrough to evaluate usability and navigability of your design. Therefore, you will be:

  1. Creating a wireframe prototype using the Balsamiq software
  2. Developing a cognitive walkthrough by either developing detailed user steps and/or tasks to evaluate your users' ability to navigate the design
  3. Explaining and describing in detail all the additional features and design options available to the users