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UIUX Design - Experiments7 Style Guide

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0% found this document useful (0 votes)
10 views

UIUX Design - Experiments7 Style Guide

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 27

EXP No.

01
User Research and Persona Creation
DATE:

Aim
To create user journey maps and develop user scenarios that represent typical user interactions with
the application, highlighting key touchpoints,emotions, and pain points.

Tools Required
 Note-taking application
 Journey mapping tool (e.g., Miro or Lucidchart)
 Documentation software

Procedure

1. Review personas created in Experiment 1 to understand users’ needs and goals.


2. Map a typical user journey, detailing each step the user takes when interacting with
the application concept.

3. Identify and record key touchpoints, potential frustrations, and emotions at each
stage.

4. Develop two user scenarios that represent different ways users might interact with the
application.

5. Refine the journey map and scenarios to ensure they accurately capture user needs and
interactions.

Applications
User journey mapping helps to visualize the complete user experience, identifying potential pain
points and opportunities to improve interactions, while scenarios offer a narrative for user
engagement.
Viva Questions
1. Why is user research essential in the UX design process?
Answer: User research is essential because it provides a deep understanding of user needs,
behaviors, and pain points. This
information is fundamental for creating designs that are user-centered, ensuring the product
effectively addresses real-world problems.

2. What are some common elements to include in a user persona?


Answer: Common elements in a user persona include a name, age, occupation, goals,
motivations, frustrations, and technology comfort
level. These elements help to humanize data and create a clear profile of the target user.

3. How do interviews and surveys provide complementary insights?


Answer: Interviews provide in-depth, qualitative insights into
individual user experiences, while surveys offer quantitative data across a larger group.
Together, they give a more comprehensive view of user needs and behaviors.

4. How can personas guide the later stages of design?


Answer: Personas help keep the focus on the user by providing a reference point for
design decisions. They ensure that every aspect of the design aligns with user needs,
helping to create a product that resonates with the target audience.

5. What challenges might you encounter when conducting user research?


Answer: Common challenges include finding a representative sample, biases in responses,
time constraints, and interpreting open-ended responses accurately. Managing these
challenges is key to gathering valid, useful insights.

Aim Progra m Output Viva Total Dissem Timely Grand


& Executi on /Result Voice (a1) ination of submis Total
Algori and (10M) (5M) (30M) learned Pos sion (a1+b1)
t hm Debugg & PSOs of
(5M) ing (10M) Record
(b1)

Result
User journey maps and scenarios have been successfully created, offering a clear view of the user’s
interactions and experiences, which will inform design decisions in subsequent stages.
EXP No. 02
User Journey Mapping and Scenario Development
DATE:

Aim
To create user journey maps and develop user scenarios that represent typical user interactions with
the application, highlighting key touchpoints,
emotions, and pain points.

Tools Required
 Note-taking application
 Journey mapping tool (e.g., Miro or Lucidchart)
 Documentation software

Procedure

1. Review personas created in Experiment 1 to understand users’ needs and goals.


2. Map a typical user journey, detailing each step the user takes when interacting with
the application concept.

3. Identify and record key touchpoints, potential frustrations, and emotions at each
stage.

4. Develop two user scenarios that represent different ways users might interact with the
application.

5. Refine the journey map and scenarios to ensure they accurately capture user needs and
interactions.

Applications
User journey mapping helps to visualize the complete user experience, identifying potential pain
points and opportunities to improve interactions, while scenarios offer a narrative for user
engagement.
Viva Questions

1. What is a user journey map, and why is it important in UX design?


Answer: A user journey map visually represents the steps a user takes to complete a task
within an application. It’s important because it helps designers understand the user’s
experience, emotions, and pain points at each stage, allowing them to improve the design to
meet user needs better.

2. How do user scenarios help guide the design process?


Answer: User scenarios provide narratives that describe how a typical user might interact
with the application. They guide the design process by highlighting real-world usage,
ensuring that design decisions are user-centered and meet the needs and goals identified in
research.

3. What are some typical touchpoints to consider in a journey map?


Answer: Typical touchpoints include moments when a user interacts directly with the app,
such as signing in, navigating menus, completing tasks, receiving notifications, and
providing feedback. Each touchpoint offers an opportunity to enhance the user experience.

4. How can user emotions influence the design at various stages?


Answer: User emotions affect how users perceive and interact with the application. For
instance, a confusing navigation flow can cause frustration, while a seamless, intuitive
interface can increase
satisfaction. Mapping emotions helps designers create a more positive user experience by
addressing potential frustration points.

5. How does journey mapping help in identifying areas for improvement?


Answer: Journey mapping reveals the user's entire experience,
highlighting where users might face challenges or feel frustrated. By identifying these areas,
designers can make targeted improvements to enhance usability, streamline workflows, and
provide better support for user needs.
Aim & Progra Output Viva Total Dissem Timely Grand
Algorit m /Result Voice (a1) ination submis Total
hm Executi (10M) (5M) (30M) of sion (a1+b1)
(5M) on learned of
and Pos & Record
Debugg PSOs (b1)
ing
(10M)

Result
User journey maps and scenarios have been successfully created, offering a clear view of the user’s
interactions and experiences, which will inform design decisions in subsequent stages.
EXP No. 03
Problem Framing and Goal Definition
DATE:

Aim
To frame the design problem and define clear objectives based on user research, ensuring
that the design solution aligns with user needs and expectations.

Tools Required
 Documentation software
 Mind-mapping tool (e.g., MindMeister, Miro)

Procedure

1. Review insights gathered from user research and personas to understand key
user needs.

2. Define the main problem statement by summarizing the primary challenge the
design should address.

3. Use mind mapping to explore possible causes, effects, and related sub- problems.
4. Develop 2-3 clear design objectives that specify what the application aims to achieve
for users.

5. Validate the problem statement and objectives with peers or mentors to ensure clarity and
relevance.

Applications
Problem framing and goal definition provide a clear direction for the design process, ensuring that all
design efforts address a well-defined user challenge with specific goals in mind.
Viva Questions

1. What is the purpose of framing a problem in the UX design process?


Answer: Problem framing helps designers focus on the core issue that the design needs to
address. By defining the problem clearly, designers can ensure that the solution aligns with
user needs and effectively addresses a specific challenge.

2. How can mind mapping help in understanding the design problem?


Answer: Mind mapping allows designers to visualize the problem and its related elements,
breaking it down into smaller components. This helps in identifying causes, effects, and
interconnected issues, providing a deeper understanding of the problem's context.

3. What is a problem statement, and why is it important?


Answer: A problem statement is a concise description of the main issue the design intends
to solve. It is important because it provides a focused direction for the project, guiding all
design decisions to address this specific challenge.

4. How do design objectives differ from a problem statement?


Answer: While the problem statement defines what needs to be solved, design objectives
outline specific goals that the design aims to achieve in solving the problem. Objectives are
measurable and actionable, helping to evaluate the success of the solution.

5. How can a clear problem definition guide the rest of the design process?
Answer: A clear problem definition ensures that each stage of the design process is aligned
with user needs and focused on addressing the main issue. This clarity helps in making
design decisions that are purposeful and relevant, leading to a solution that effectively
meets the user's requirements.

Aim & Progra Output Viva Total Dissem Timely Grand


Algorit m /Result Voice (a1) ination submis Total
hm Executi (10M) (5M) (30M) of sion (a1+b1)
(5M) on learned of
and Pos & Record
Debugg PSOs (b1)
ing
(10M)

Result
The problem statement and design goals have been successfully defined, providing a solid
foundation for the design process and ensuring alignment with user needs and objectives.
EXP No. 04
Ideation and Concept Generation
DATE:

Aim
To generate and explore multiple design ideas using ideation techniques, with the goal of creating
innovative and user-centered solutions to the defined problem.

Tools Required
 Brainstorming board (e.g., Miro or a physical whiteboard)
 Sketching tools (e.g., pencil and paper, digital sketching apps)
 Mind-mapping tool (optional)

Procedure

1. Begin with a brief review of the problem statement and goals defined in Experiment 3.
2. Use brainstorming to generate as many ideas as possible, focusing on quantity over
quality.

3. Organize ideas using a mind map or similar tool to explore relationships and sub-ideas.
4. Narrow down the ideas to 2-3 viable concepts that best address user needs and project
goals.

5. Sketch simple versions of each concept to visualize and communicate the core design
ideas.

Applications
Ideation allows designers to explore a variety of creative solutions, ensuring that the final design
is both innovative and aligned with user needs. Concept generation helps in visualizing ideas and
testing their potential.
Viva Questions

1. What is ideation, and why is it important in UX design?


Answer: Ideation is the process of generating and exploring a wide range of ideas to solve
a design problem. It’s important because it encourages creativity and innovation, helping
designers discover solutions that might not be immediately obvious.

2. What is the difference between quantity and quality in brainstorming?


Answer: In brainstorming, focusing on quantity means generating as many ideas as possible
without judging them. This can lead to
unexpected solutions. Quality comes in later stages, where ideas are refined and evaluated for
feasibility and alignment with user needs.

3. How does mind mapping aid in ideation?


Answer: Mind mapping helps to visually organize ideas and show relationships between
different elements. It encourages free thinking
and allows designers to explore deeper connections, fostering creativity and helping to
identify potential solutions.

4. What role does sketching play in concept generation?


Answer: Sketching allows designers to quickly visualize ideas, making it easier to
communicate and test concepts. It’s an effective way to bring ideas to life without the need
for high-fidelity prototypes, allowing for fast and flexible exploration.

5. How do you determine which ideas to move forward with after brainstorming?
Answer: Ideas are typically evaluated based on how well they align
with user needs, project goals, and feasibility. The most viable ideas are those that are
innovative, practical, and offer the potential to solve the design problem effectively.

Aim & Progra Output Viva Total Dissem Timely Grand


Algorit m /Result Voice (a1) ination submis Total
hm Executi (10M) (5M) (30M) of sion (a1+b1)
(5M) on learned of
and Pos & Record
Debugg PSOs (b1)
ing
(10M)

Result
Multiple design concepts have been successfully generated and visualized, laying the groundwork for
further development in creating a user-centered solution.
EXP No. 05
Wireframe Creation for Key Screens
DATE:

Aim
To create wireframes for the primary screens of the application, establishing the layout and
structure for the main user interface elements and navigation flow.

Tools Required
 Wireframing tool (e.g., Figma, Adobe XD, or Balsamiq)
 Documentation software

Procedure

1. Identify the key screens required for the application based on the user journey and
scenarios from previous experiments.

2. Create a rough outline or sketch for each screen, focusing on layout and placement of key
elements.

3. Use a wireframing tool to create digital wireframes for each screen, including
placeholders for elements like buttons, menus, and text.

4. Ensure that each screen has a clear and intuitive structure, focusing on simplicity and
usability.

5. Review the wireframes with peers or mentors to gather feedback and make any
necessary adjustments.

Applications
Wireframes provide a structural blueprint for the interface, allowing
designers to focus on layout, navigation, and flow without being distracted by color or styling. They
form the basis for the application’s visual and
interaction design.
Viva Questions

1. What is the purpose of creating wireframes in the design process?


Answer: Wireframes help designers outline the structure and layout of an application’s
interface, focusing on functionality and user flow
without the influence of colors or details. They serve as a blueprint for further design
development.

2. What are the essential elements typically included in a wireframe?


Answer: Essential elements in a wireframe include placeholders for key components
like navigation menus, buttons, images, text, forms, and interactive elements.
Wireframes also show the layout and
hierarchy of content on each screen.

3. How does wireframing improve the design process?


Answer: Wireframing allows designers to make early decisions about layout and
functionality, identify potential usability issues, and communicate design ideas efficiently.
It saves time by addressing structural issues before moving to detailed design.

4. What are the differences between low-fidelity and high- fidelity wireframes?
Answer: Low-fidelity wireframes are simple, with minimal detail, focusing on layout and
basic structure, while high-fidelity wireframes include more detail, such as specific content
and refined layout, to represent the final design more closely.

5. How can feedback on wireframes improve the final design? Answer: Feedback on
wireframes allows designers to identify and address usability issues, refine the layout for
clarity, and ensure the design meets user needs. Early feedback helps prevent costly
changes later in the design process.

Aim & Progra Output Viva Total Dissem Timely Grand


Algorit m /Result Voice (a1) ination submis Total
hm Executi (10M) (5M) (30M) of sion (a1+b1)
(5M) on learned of
and Pos & Record
Debugg PSOs (b1)
ing
(10M)

Result
Wireframes for the key screens have been successfully created, establishing a clear and functional
layout that guides the interface design in upcoming stages.
EXP No. 06
Low-Fidelity Prototype Development
DATE:

Aim
To develop low-fidelity prototypes of the application’s key screens, enabling early-stage
interaction testing and validation of design concepts.

Tools Required
 Prototyping tool (e.g., Figma, InVision, or Axure)
 Documentation software

Procedure

1. Review the wireframes created in Experiment No. 05 to identify key screens for
prototyping.

2. Use a prototyping tool to create low-fidelity prototypes for each selected screen, focusing
on basic layout and interactivity.

3. Incorporate clickable elements to simulate user interactions and navigation.


4. Ensure the prototype is intuitive and user-friendly.
5. Conduct usability testing with target users to gather feedback on the prototype.
6. Analyze the feedback and make necessary adjustments to improve the design.

Applications
Low-fidelity prototypes serve as a bridge between wireframes and high- fidelity designs. They
enable designers to test interactions, gather user feedback early in the design process, and make
necessary adjustments before developing more detailed designs.
Viva Questions
1. What is a low-fidelity prototype?
Answer: A low-fidelity prototype is a basic representation of the application that allows for
early-stage testing of layout, interactions, and navigation without detailing visuals. It
focuses on functionality and user experience.

2. How do low-fidelity prototypes differ from wireframes?


Answer: While wireframes primarily outline the layout and structure of the application, low-
fidelity prototypes provide a more interactive experience, allowing users to click through
screens and test basic
navigation and functionality.

3. What are the benefits of creating low-fidelity prototypes? Answer: Low-fidelity


prototypes help validate design concepts early, identify usability issues, and facilitate
user testing with minimal
investment in time and resources. They allow for rapid iterations based on user feedback.

4. How can you test a low-fidelity prototype with users?


Answer: Users can be asked to complete specific tasks using the prototype while observers
note their interactions and any challenges they encounter. Feedback can be gathered
through interviews or
surveys post-testing.

5. What are the limitations of low-fidelity prototypes?


Answer: Low-fidelity prototypes may not convey the final look and feel of the application,
which can lead to misunderstandings about design
intent. They also lack detailed interactions that high-fidelity prototypes would provide.

Aim & Progra Output Viva Total Dissem Timely Grand


Algorit m /Result Voice (a1) ination submis Total
hm Executi (10M) (5M) (30M) of sion (a1+b1)
(5M) on learned of
and Pos & Record
Debugg PSOs (b1)
ing
(10M)

Result
Low-fidelity prototypes of the key screens have been successfully developed, providing an
interactive tool for initial usability testing and validating design concepts, paving the way for
high-fidelity designs in subsequent stages.
EXP No. 07
Usability Testing and Feedback Collection
DATE:

Aim
To conduct usability testing on the low-fidelity prototypes and gather feedback to identify areas
for improvement in the application design.

Tools Required
 Usability testing tool (e.g., UserTesting, Lookback, or Maze)
 Documentation software

Procedure

1. Prepare specific tasks for users to complete using the low-fidelity prototypes.
2. Recruit target users that represent the application’s intended audience.
3. Conduct usability tests, observing users as they interact with the prototypes.
4. Encourage participants to verbalize their thoughts during testing.
5. Collect feedback through surveys or interviews after the testing sessions.
6. Analyze the feedback to identify usability issues and areas for improvement.

Applications
Usability testing allows designers to evaluate the effectiveness and efficiency of the application. It
provides insights into user behavior, preferences, and potential pain points, guiding design
refinements.
Viva Questions

1. What is usability testing?


Answer: Usability testing is a technique used to evaluate a product by
testing it with real users. It helps identify usability issues and gather feedback on user
interactions with the application.

2. Why is usability testing important?


Answer: Usability testing is crucial because it provides direct insights
into how real users interact with the application. It helps uncover issues that may not be
apparent through design reviews alone.

3. What are common methods for conducting usability testing? Answer: Common
methods include moderated tests (in-person or remote), unmoderated tests, A/B testing,
and using tools that record user interactions and feedback.

4. What types of feedback should be collected during usability testing?


Answer: Feedback should include observations on task completion rates, user satisfaction,
time taken to complete tasks, and any confusion or frustration expressed by users.

5. How can the results of usability testing influence the design process?
Answer: The results can highlight usability issues that need to be addressed, inform design
decisions, and validate or invalidate design assumptions, ultimately leading to a better user
experience.

Aim & Progra Output Viva Total Dissem Timely Grand


Algorit m /Result Voice (a1) ination submis Total
hm Executi (10M) (5M) (30M) of sion (a1+b1)
(5M) on learned of
and Pos & Record
Debugg PSOs (b1)
ing
(10M)

Result
Usability testing has been successfully conducted on the low-fidelity prototypes, resulting in
valuable feedback that will inform design
improvements and enhance the overall user experience in subsequent iterations.
EXP No. 08
High-Fidelity Mockup Design
DATE:

Aim
To create high-fidelity mockups of the application’s key screens,
incorporating visual design elements and detailed interactions to represent the final look and
feel.

Tools Required
 Design software (e.g., Figma, Adobe XD, or Sketch)
 Documentation software

Procedure

1. Review feedback from usability testing on low-fidelity prototypes.


2. Select key screens for high-fidelity mockups.
3. Create detailed mockups in the design software, focusing on visual elements and
interactive components.

4. Ensure the design is cohesive and aligned with branding.


5. Prepare mockups for presentation to stakeholders and gather feedback.

Applications
High-fidelity mockups provide a clear representation of the final design, allowing for stakeholder
reviews, further usability testing, and a guide for developers during the implementation phase.
Viva Questions

1. What is a high-fidelity mockup?


Answer: A high-fidelity mockup is a detailed representation of a design that includes visual
elements, layout, and interactions, closely
resembling the final product.

2. Why are high-fidelity mockups important in the design process?


Answer: High-fidelity mockups are important because they provide a realistic preview of
the application, facilitating stakeholder feedback and ensuring alignment with user
expectations before development begins.

3. What elements should be included in a high-fidelity mockup?


Answer: Key elements include colors, typography, images, icons,
spacing, alignment, and interactive components such as buttons and menus.

4. How do high-fidelity mockups differ from low-fidelity prototypes?


Answer: High-fidelity mockups include detailed visual design and
interactions, while low-fidelity prototypes focus on basic layout and functionality without
detailed visuals.

5. What steps can be taken to gather feedback on high-fidelity mockups?


Answer: Feedback can be collected through presentations, design reviews with
stakeholders, and usability testing sessions to evaluate user interactions and preferences.

Aim & Progra Output Viva Total Dissem Timely Grand


Algorit m /Result Voice (a1) ination submis Total
hm Executi (10M) (5M) (30M) of sion (a1+b1)
(5M) on learned of
and Pos & Record
Debugg PSOs (b1)
ing
(10M)

Result
High-fidelity mockups of the key screens have been successfully created, providing a detailed
visual representation of the application that will guide further development and user testing.
EXP No. 09
Interaction Design and Navigation Structuring
DATE:

Aim
To design the interaction flow and navigation structure of the application, ensuring a seamless user
experience and intuitive navigation.

Tools Required
 Design software (e.g., Figma, Adobe XD, or Sketch)
 Documentation software

Procedure

1. Review high-fidelity mockups to understand user flows and interactions.


2. Define the primary navigation elements (e.g., menus, buttons, links).
3. Create interaction designs for key actions (e.g., transitions, animations).
4. Map out the navigation structure, ensuring clarity and ease of use.
5. Prepare the interaction design for stakeholder review and feedback.

Applications
Interaction design and navigation structuring create a user-friendly experience, guiding users
through the application and enhancing overall usability.
Viva Questions

1. What is interaction design?


Answer: Interaction design focuses on creating engaging interfaces with well-defined
behaviors and actions that allow users to interact
effectively with the product.

2. Why is navigation structuring important in UI/UX design?


Answer: Navigation structuring is crucial as it helps users find
information easily, reducing frustration and enhancing their overall experience.

3. What elements are typically included in navigation design? Answer: Common elements
include menus, buttons, links, search bars, and breadcrumbs that facilitate user movement
throughout the
application.

4. How can interactions enhance the user experience?


Answer: Well-designed interactions can provide feedback, guide users through tasks, and
create a sense of control, making the experience more intuitive and enjoyable.

5. What methods can be used to test navigation and interaction designs?


Answer: Methods include usability testing, A/B testing, and user feedback sessions to
evaluate the effectiveness of navigation and interactions.

Aim & Progra Output Viva Total Dissem Timely Grand


Algorit m /Result Voice (a1) ination submis Total
hm Executi (10M) (5M) (30M) of sion (a1+b1)
(5M) on learned of
and Pos & Record
Debugg PSOs (b1)
ing
(10M)

Result
The interaction design and navigation structure have been successfully developed, providing a clear
and intuitive framework that enhances user experience within the application.
EXP No. 10
Responsive and Accessible Design Testing
DATE:

Aim
To evaluate the application’s design for responsiveness across different devices and its accessibility
for users with disabilities.

Tools Required
 Testing tools (e.g., BrowserStack, Axe, or WAVE)
 Documentation software

Procedure

1. Review high-fidelity mockups and interaction designs for


responsiveness.

2. Test the application on various devices (e.g., mobile, tablet, desktop).


3. Check for accessibility compliance using testing tools.
4. Gather feedback from users with diverse abilities during testing.
5. Document any issues and recommend improvements for responsiveness
and accessibility.

Applications
Responsive and accessible design testing ensures that the application provides a consistent and
inclusive experience for all users, regardless of device or ability.
Viva Questions

1. What is responsive design?


Answer: Responsive design is an approach that ensures a web application adapts its layout
and content to different screen sizes and orientations for optimal viewing.

2. Why is accessibility important in UI/UX design?


Answer: Accessibility is important because it ensures that all users,
including those with disabilities, can effectively interact with and benefit from the
application.

3. What tools can be used to test for accessibility compliance? Answer: Tools such as
Axe, WAVE, and Lighthouse can help identify accessibility issues and ensure
compliance with standards like WCAG.

4. What are common accessibility guidelines to consider in design?


Answer: Common guidelines include providing text alternatives for non-text content,
ensuring sufficient color contrast, and making all functionalities available via
keyboard navigation.

5. How can user feedback improve accessibility?


Answer: User feedback from individuals with disabilities can highlight specific challenges
they face, informing design adjustments to create a more inclusive experience.

Aim & Progra Output Viva Total Dissem Timely Grand


Algorit m /Result Voice (a1) ination submis Total
hm Executi (10M) (5M) (30M) of sion (a1+b1)
(5M) on learned of
and Pos & Record
Debugg PSOs (b1)
ing
(10M)

Result
Responsive and accessible design testing has been successfully conducted, resulting in valuable
insights that will enhance the application’s usability across devices and for users with disabilities.
EXP No. 11
Design System and Style Guide Development
DATE:

Aim
To create a comprehensive design system and style guide that establishes consistent visual and
interaction standards for the application.

Tools Required
 Design software (e.g., Figma, Adobe XD, or Sketch)
 Documentation software (e.g., Notion, Confluence)

Procedure

1. Gather all design elements used in the application (colors, typography, icons).
2. Define usage guidelines for each element to ensure consistency.
3. Create reusable components and patterns for UI elements.
4. Document the design system and style guide in an accessible format.
5. Share the design system with the development team for
implementation.

Applications
A design system and style guide provide a unified approach to design, enhancing
collaboration between design and development teams and ensuring a cohesive user
experience.

Output:

Style guide
Viva Questions

1. What is a design system?


Answer: A design system is a collection of reusable components,
guidelines, and standards that ensure consistency across a product’s design and development.
2. Why is a style guide important?
Answer: A style guide is important because it establishes rules for visual elements, helping
maintain consistency and coherence in the design across different parts of an application.

3. What elements are typically included in a design system? Answer: Elements typically
include colors, typography, spacing, icons, buttons, form elements, and guidelines for
layout and usage.

4. How can a design system improve collaboration between teams?


Answer: A design system fosters collaboration by providing a common language and set of
standards, reducing misunderstandings and
improving efficiency in design and development processes.

5. What is the role of documentation in a design system?


Answer: Documentation provides clear instructions on how to use the design system,
ensuring that all team members can apply the standards correctly and consistently.

Aim & Progra Output Viva Total Dissem Timely Grand


Algorit m /Result Voice (a1) ination submis Total
hm Executi (10M) (5M) (30M) of sion (a1+b1)
(5M) on learned of
and Pos & Record
Debugg PSOs (b1)
ing
(10M)

Result
A comprehensive design system and style guide have been successfully developed, providing a
foundational resource for maintaining visual and interaction consistency throughout the application.
EXP No. 12
Prototype Testing and User Experience Evaluation
DATE:

Aim
To conduct prototype testing to evaluate the overall user experience and gather insights for further
improvements before final implementation.

Tools Required
 Prototyping tools (e.g., InVision, Figma, or Adobe XD)
 User feedback tools (e.g., surveys or interview software)

Procedure

1. Prepare a functional prototype of the application for testing.


2. Recruit target users that represent the intended audience.
3. Conduct user testing sessions, asking participants to complete specific tasks using the
prototype.

4. Observe user interactions and encourage them to provide feedback.


5. Analyze the feedback to identify strengths and areas for improvement in the user
experience.

Applications
Prototype testing and user experience evaluation help identify usability issues, validate design
decisions, and ensure that the application meets user needs before development.
Viva Questions

1. What is prototype testing?


Answer: Prototype testing involves evaluating a prototype with real users to gather
feedback on its usability, functionality, and overall user experience.

2. Why is user experience evaluation important?


Answer: User experience evaluation is important as it helps identify
pain points and areas for improvement, ensuring the final product effectively meets user
needs and expectations.

3. What methods can be used to gather feedback during prototype testing?


Answer: Methods include observation, think-aloud protocols, surveys, and interviews to
understand user interactions and satisfaction.

4. How can prototype testing influence the design process? Answer: Prototype testing
can influence the design process by providing actionable insights that inform design
changes, ultimately improving the product before final implementation.

5. What are common challenges faced during prototype testing?


Answer: Common challenges include recruiting representative users, facilitating
unbiased feedback, and managing time constraints during testing sessions.

Aim & Progra Output Viva Total Dissem Timely Grand


Algorit m /Result Voice (a1) ination submis Total
hm Executi (10M) (5M) (30M) of sion (a1+b1)
(5M) on learned of
and Pos & Record
Debugg PSOs (b1)
ing
(10M)

Result
Prototype testing and user experience evaluation have been successfully conducted, yielding valuable
insights that will guide final adjustments and enhance the overall user experience of the application.

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