REPORT2
REPORT2
REPORT2
CARRIED OUT AT
BY
SUBMITTED TO
AUGUST 2023
Contents
DEDICATION.................................................................................................................................................ii
ACKNOWLEDGEMENT.................................................................................................................................iii
CHAPTER 1...................................................................................................................................................1
1.0 INTRODUCTION.................................................................................................................................1
1.2 THE CENTRE FOR SOCIAL AWARENESS, ADVOCACY AND ETHICS -CSAAE..........................................5
1.23 VISION..............................................................................................................................................7
1.24 MISSION...........................................................................................................................................8
1.25 MOTTO............................................................................................................................................8
1.31 PROFILE............................................................................................................................................9
1.32 VISION..............................................................................................................................................9
1.33 MISSION.........................................................................................................................................10
CHAPTER TWO...........................................................................................................................................11
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2.1 TRAININGS.......................................................................................................................................11
2.2 PROJECTS.........................................................................................................................................19
CHAPTER 3.................................................................................................................................................27
3.0 CONCLUSION...................................................................................................................................27
3.3 RECOMMENDATION........................................................................................................................28
REFERENCES..........................................................................................................................................29
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DEDICATION
This report is dedicated to God almighty for his favour, mercy and grace upon my
life especially during the SIWES programme.
I would also like to dedicate this report to my parents and friends for their
unending love and support, and to everyone else that has contributed towards
my SIWES programme a success.
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ACKNOWLEDGEMENT
I wish to register my profound gratitude to God Almighty, the fountain of wisdom,
knowledge and understanding for his guidance, whom I would have achieved
nothing at all.
I am grateful to Rev. Fr. Godswill Agbagwa and the entire Staff of Centre for Social
Awareness Advocacy and Ethics (CSAAE) for providing me with the necessary skills
relevant to my field of study in an interesting, educative and worthwhile way.
My special gratitude goes to the Vice Chancellor and University board of Directors
for seeing the need to let us acquire such skills which would broaden our horizon
and prepare us for the world ahead. Then, to my HOD, Engr. Prof. E. C.
Nkwachukwu and Engr. Prof. Damian O. Dike for their efforts to see that this
training program saw the light of the day. I would also like to show my
appreciation to my Class Adviser Engr. Dr. S. O. Okozi, for his support and
motivations.
I appreciate all my amazing course mates who were my study/practice partners
and contributed to the best of their abilities. God bless you all.
My regards to my amazing parents who financially supported my educational
pursuit, I say, remain blessed by God Almighty.
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CHAPTER 1
1.0 INTRODUCTION
1.1 PURPOSE OF TRAINING
The student industrial work experience scheme (SIWES) popularly called
Industrial Training (IT) by Nigerian students is a yearly program designed by the
institution in collaboration with the industries to give students the opportunity to
gain practical working experience in their various field of study or area of
specialization. It is an effort to bridge the existing gap between classroom theories
and practicals in engineering, management and other professional programs in
the Nigerian tertiary institutions.
Training is a key factor in changing expertise of a workforce. The world is
passing through one of the worst economic crises in recent time. Both the
developed and developing economies are experiencing serious economic
downturns.
Globalization has turned the world into one big village and whatever
happens in one economy will have effects in the other economies, and the
growing concern among our industrialist is that graduates of our institutions of
higher learning, lack adequate practical background studies, so as to help in the
industries led to the formation of student industrial work Experience Scheme
(SIWES) by ITF 1993/1994.
It is through this Industrial Training that the educational systems aim at
helping students acquire appropriate skills, abilities and competencies, both
mental and physical as well as equip the individuals to live in the society. The
focus of the Industrial Training Fund (ITF) is for the industries of our countries to
succeed in the face of the current economic meltdown.
No society can achieve meaningful progress without encouraging the
youths to acquire necessary practical skills. Such skills enable them to harness
available resources to meet the needs of the society. It was against this
background that SIWES, otherwise referred to as Industrial Training (IT), was
introduced in Nigerian tertiary institution.
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1.11 SIWES: (Student Industrial Work Experience Scheme)
Since the aim of our national policy in the education is to build a strong and
self-reliant nation, from the government’s decree No.47 of 8th October, 1971 as
amended in 1990, which led to the establishment of Industrial Training Fund (ITF)
in 1973/1974 and through the formation of this body (ITF), in the year 1993/1994
SIWES was formed. In Nigeria, the current form of Cooperative Education is
known as the Students Industrial Work Experience Scheme (SIWES).
The Students Industrial Work Experience Scheme (SIWES) is a planned and
supervised training intervention based on stated and specific learning and career
objectives and geared towards developing the occupational competencies of the
participants. The aim is to make education more relevant and also to bridge the
science- related disciplines in tertiary institutions in Nigeria.
SIWES forms part of the approved minimum academic standards in the
institutions, and is a core academic requirement carrying fifteen (15) credit units.
This requirement must be met by all students in various disciplines before
graduation.
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The functions of these agencies above are to:
Ensure adequate funding of the scheme
Establish SIWES and accredit SIWES unit in the approved institutions
Formulate policies and guideline for participating bodies and institutions as
well as appointing
Supervising students at their places of attachment and sign their log book
and ITF forms
Vet and process students log books and forward same to ITF area office
Ensure payment of all allowances for students and supervisors
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Advanced countries, with over 100 years of sustained industrial
development and requisite technical and human infrastructure, have been
able to adequately implement industrial training for their students.
Applications, management and hands-on experience for students to apply
knowledge acquired.
It also aids students to acquire practical skill in order to strengthen their
work value.
Moreover, it helps them to gain interpersonal and entrepreneurial skills
and also instill in them the right kind of work attitudes and professionalism
through interactions with people in the organizations and observations of
their future role in the tertiary.
1.23 VISION
A better Africa where all can find support and encouragement to work hard, live
with dignity and feel proud to belong
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1.24 MISSION
Helping young people build the capacities necessary to build a better Africa
1.25 MOTTO
Together we can make Africa a better place
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An ethics program that promotes:
• Business ethics
• Professional Ethics
• Ethical Leadership
1.32 VISION
The vision of University Computer Centre (UCC) FUTO is to use Information
Technology (IT) innovations to empower both staff and students of FUTO through
human capacity building.
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1.33 MISSION
The mission of University Computer Centre (UCC) FUTO is to provide professional
training and workshops in Information Technology (IT) for the University
Community, Industries band Host Communities.
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CHAPTER TWO
2.0 TRAININGS AND PROJECTS
2.1 TRAININGS
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2. Information Architecture: UX designers structure the content and information
within the product to make it easily accessible. This includes creating user flows
and sitemaps.
3. Usability Testing: UX designers often perform usability testing to evaluate how
users interact with the product. This helps identify usability issues and areas for
improvement.
4. Prototyping: Prototyping allows UX designers to create interactive mockups of
the product. This helps in visualizing and testing the user journey before the
development phase.
5. Accessibility: UX designers ensure that the product is accessible to users with
disabilities by following accessibility guidelines and best practices.
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Affordances: Visual or sensory cues that suggest how an element should
be interacted with.
User Flow: The path a user follows through a product to accomplish
specific tasks.
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designs directly on the canvas. The prototype mode allows you to simulate
user flows and test your designs for usability.
Collaboration Features: Collaboration is a core feature of Figma. Multiple
users can simultaneously work on the same design in real-time. The
interface includes tools for commenting, suggesting changes, and reviewing
design iterations. Collaboration makes Figma an excellent choice for design
teams.
Version History: Figma automatically maintains version history for your
designs. This feature allows you to review and restore previous versions,
making it easy to track changes and revert if necessary.
Export and Sharing: Figma offers various export options, including exporting
frames or assets as image files or code snippets. You can also share your
designs with collaborators or stakeholders by generating shareable links or
embedding designs on websites.
Plugins: Figma supports a robust ecosystem of plugins that extend its
functionality. Users can install and use plugins to streamline various design
tasks, from icon generation to user testing.
Design Settings: Figma allows you to customize design settings such as grid
layouts, constraints, and responsive design rules, making it adaptable to
different design needs.
Organization Management: For teams and organizations, Figma provides
tools for managing users, permissions, and design libraries. It ensures
secure and efficient collaboration within larger design projects.
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In conclusion, the Figma interface offers a comprehensive set of tools and
features that empower designers to create, collaborate, and iterate on digital
designs with ease. Its user-friendly interface, cloud-based accessibility, and real-
time collaboration capabilities have made it a go-to choice for designers and
design teams worldwide. Whether you're creating a simple prototype or a
complex user interface, Figma's interface provides the tools and flexibility needed
to bring your design ideas to life.
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Typography and Text Styles: Begin by defining typography styles. Create
text elements with your chosen typefaces, sizes, line heights, and font
weights. Save these as text styles within Figma. Apply clear names and
descriptions to ensure easy reference.
Color Palette: Establish a color palette that aligns with your brand. Define
primary and secondary colors, as well as variations for different use cases
(e.g., buttons, text, backgrounds). Create color swatches and name them
appropriately.
Iconography: If your project includes custom icons or icon sets, design and
save them as components in Figma. Ensure that they are consistent in style
and follow your design principles. You can also incorporate popular icon
libraries available as Figma plugins.
Components and Symbols: Figma allows you to create reusable
components and symbols. Design UI elements such as buttons, form fields,
headers, and footers as components. Make use of Figma's "Instance"
feature to reuse these elements throughout your projects while
maintaining consistency.
Spacing and Layout Guidelines: Define spacing rules and layout guidelines.
Establish margin and padding values, grid systems, and rules for alignment.
Clearly document these rules in your style guide.
Interactive Elements: If your project involves interactive components like
buttons, dropdowns, or modals, design and document their behavior.
Specify states, transitions, and animations.
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Documentation and Naming Conventions: Detailed documentation is
essential. Include explanations of each design element, its purpose, and
how to use it. Implement clear naming conventions to help designers and
developers locate and use components easily.
Updating and Maintaining the Style Guide: A style guide is a living
document that should evolve with your project. Regularly update it to
incorporate new design patterns, address user feedback, or adapt to
changing brand guidelines.
By following these steps and best practices, you can create an effective
style guide in Figma that promotes design consistency, collaboration, and a
seamless transition from design to development. A well-maintained style
guide is an invaluable resource for any UI/UX design project.
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Breaking down the user journey, I outlined the key steps involved in the checkout
process. These included adding/removing items from the cart, inputting shipping
information, selecting payment methods, and confirming the order.
Step 6: Creating User Flow Diagrams:
Using design tools such as flowcharts and wireframes, I created visual
representations of the user flow. These diagrams illustrated the logical
progression through the checkout process, incorporating design elements and
interactions.
Step 7: Defining Decision Points:
I identified decision points where users might choose between different options,
such as shipping methods or payment options. Each decision point was clearly
defined with expected outcomes.
Step 8: Error Handling and Recovery:
Considering potential user errors or issues, I designed error messages, tooltips,
and alternative paths to guide users in case they encountered problems during
the checkout process.
Step 9: Mobile Responsiveness:
Ensuring that the user flow was responsive, I adapted the design to various screen
sizes and devices, providing a consistent experience for both desktop and mobile
users.
Step 10: Accessibility Considerations:
I ensured that the checkout process was accessible to all users, adhering to WCAG
guidelines. This involved designing for keyboard navigation, screen reader
compatibility, and color contrast.
Step 11: Documentation and Handoff:
Creating comprehensive documentation, I provided detailed user flow diagrams,
explanations, and notes. This documentation served as a reference for
development and future updates.
Step 12: Testing and Validation:
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Once the design was implemented, I conducted usability testing with real users to
validate the effectiveness of the user flow, making necessary adjustments based
on user feedback.
The outcome of this project was a user flow design that enhanced the e-
commerce checkout experience, resulting in higher conversion rates and
improved user satisfaction.
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Step 8: Usability Testing
Before moving on to high-fidelity design and development, usability testing was
conducted using the wireframes. Real users provided feedback on the wireframe's
usability and provided insights into areas that needed improvement. This testing
was invaluable in refining the user experience.
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2.2.3 Designing an App Page or website page on Figma
The project's scope was to design and prototype the hero page, sign-in, and sign-
up pages of a mobile app dedicated to marketing luxury crafted bags. These pages
were crucial in making a strong first impression, enabling user registration, and
facilitating access for existing users.
Step 1: Research and Inspirations
We began the project by conducting thorough research on luxury fashion trends,
brand aesthetics, and user preferences for mobile app interfaces. Inspirations
were drawn from top-tier luxury brands renowned for their exceptional digital
experiences.
Step 2: User Persona Refinement
Building upon previous user personas, we further refined them to suit the specific
context of these pages. For the hero page, we targeted fashion-forward
individuals seeking unique luxury bags. For sign-in and sign-up, we considered
both prospective and existing customers, each with distinct needs.
Step 3: Wireframe Sketches
Initial sketches were created for the three pages:
1. Hero Page: Designed to captivate users, this page featured a visually striking
image carousel showcasing the bag collection, a concise tagline, and a call-to-
action button leading to the product listings.
2. Sign-In Page: Focused on ease of access for returning users, this page presented
fields for email/username and password, along with a "Forgot Password" link and
a sign-in button.
3. Sign-Up Page: Geared toward new users, this page allowed registration by
providing personal information, email, password, and optional newsletter
subscription. It also featured a "Sign Up" button.
Step 4: Wireframe Iteration and Stakeholder Feedback
The initial wireframes underwent iterative improvements based on feedback from
stakeholders. This refinement stage ensured that the design met the brand's
luxury aesthetics and the usability requirements for user interaction.
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Step 5: High-Fidelity Design
Upon finalizing the wireframes, we transitioned to high-fidelity design. This phase
focused on:
Visual Elements: Incorporating a luxurious color palette, premium typography,
and high-resolution images to showcase the bags.
Brand Consistency: Ensuring that design elements aligned with the brand's
identity, including logo placement and style consistency.
User Interface Details: Designing intuitive input fields, buttons, and clear visual
hierarchy for effective user engagement.
Step 6: Interactive Prototyping
We used interactive prototyping tools to bring the high-fidelity designs to life.
Users could interact with the hero page's image carousel and navigate to the sign-
in and sign-up pages seamlessly. The prototype provided an accurate
representation of user flow.
Step 7: User Testing and Refinement
Usability testing was conducted, where participants interacted with the
prototype. Their feedback and insights guided further refinement of the
interactive elements, ensuring smooth user experiences.
Step 8: Final Adjustments and Stakeholder Approval
After incorporating user feedback and conducting final reviews, we made
adjustments and refinements to perfect the design. Once stakeholders approved
the final design and prototype, we proceeded to the development phase.
Step 9: Handoff to Development
We provided the development team with the approved design assets, style
guides, and the interactive prototype to facilitate the app's development. Close
collaboration between design and development ensured accurate
implementation.
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In conclusion, designing and prototyping the hero page, sign-in, and sign-up pages
for a luxury crafted bags marketing app was a meticulous process that combined
research, iterative design, user testing, and stakeholder collaboration. These
pages were designed to create a luxurious and engaging user experience that
captures the essence of the brand while facilitating user access and registration.
CHAPTER 3
3.0 CONCLUSION
3.1 SUMMARY OF THINGS LEARNT
UI (User Interface) and UX (User Experience) design are intricately linked
disciplines crucial in developing digital products. UI centers on the visual
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elements, appearance, and layout of an interface, ensuring it's aesthetically
pleasing and user-friendly. On the other hand, UX dives deeper into the overall
user journey, optimizing every interaction, from initial research to final
interaction. Understanding the principles, processes, and effective use of tools
like Figma is essential for delivering exceptional user experiences. By harmonizing
these two, designers create captivating, intuitive, and functional products that
prioritize user satisfaction and success.
3.3 RECOMMENDATION
I wish to appreciate the school management for giving the students the privilege
to partake in this short Industrial training. However, I would like to suggest that
the school management should try to keep the time frame for any Industrial
training a minimum of 2-3 months as this will give students more time to explore
and learn more during the IT. This is because, the SIWES is an important and
mandatory program for all students in higher institution which must be taken
with all seriousness as it serves as an eye opener to students to the practical
aspect of their courses and prepares them for real situation.
REFERENCES
"Don't Make Me Think" by Steve Krug
"The Design of Everyday Things" by Don Norman
"Seductive Interaction Design" by Stephen Anderson
"Designing Interfaces" by Jenifer Tidwell
Coursera
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Udemy
Interaction Design Foundation
Smashing Magazine (smashingmagazine.com)
Nielsen Norman Group (nngroup.com)
UX Design (uxdesign.cc)
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