Learn what constitutes successful UI and evaluate existing interfaces for design consistency and quality.
Learning Objectives
- Work with frames, layers, shapes and images in Figma
- Describe the purpose and process of iterative design.
- Create a wireframe in Figma.
- Recognize and apply best practice UI design principles.
- Create a usability test.
- Figma Fundamentals
- Iterative design
- Video: Manipulating elements
- Video: Working with images
- Reading: How to save and import Figma files
- Reading: Exercise: Design – Text hierarchy and grid
- Solution: Design – Text and hierarchy grid
- Self-review: Design: Text hierarchy and grid
- Practice Quiz: Knowledge check: Type and text design
- Reading: Additional resources
- Video: Wireframing
- Reading: Rapid prototyping
- Reading: Exercise: Create wireframe in Figma
- Reading: Solution: Create wireframe in Figma
- Practice Quiz: Self-Review: Create wireframe in Figma
- Video: Usability testing
- Reading: Usability test cheat sheet and template
Figma Fundamentals
Video: Frames, layers and basic shapes
Key Figma Concepts
- Frames: Think of frames as individual screens within your design. They act as containers for your design elements.
- Layers: Every object you add to a frame (shapes, text, images) creates a new layer. The layers panel allows you to see the stacking order of elements and manage them.
- Groups: Combine multiple objects into a group to treat them as a single unit for easy manipulation.
What You’ll Learn
This tutorial covers:
- Creating Frames: Select frame presets or draw your own.
- Basic Shapes: Drawing rectangles, squares, circles, etc.
- Duplicating: Make copies of elements with Control/Command + D.
- Layers Panel: Organize layers by dragging and dropping, lock layers, or hide them.
- Grouping: Combine elements to move them as one.
- Customization: Change colors, add outlines (strokes), and apply effects like drop shadows.
Key Takeaway: This video offers a beginner-friendly introduction to working with frames, layers, and basic shapes in Figma – all fundamental to creating designs.
In Figma, frames and groups are the same.
No
They both help organize your file by nesting or grouping layers together. However, frames supply a lot more functionality like independent sizing.
You have made great progress
learning about UX and UI. You also had a brief
introduction to Figma. Now it’s time to
expand your knowledge, which will help you improve
the little lemon website. In this video, you will explore how to use
the layers panel, how to drag and organize layers, and how to construct shapes. You will also identify
how to duplicate, scale, group, and
then align elements. First, let’s cover a
few concepts in Figma. They are frames,
layers, and groups. Let’s start with frame. In other design tools, this may be referred
to as an Artboard. Think of it as a container
where your design lives. Now let’s define
what a layer is. A layer is an object
within a frame. As you add an object to a frame, a new layer will be created. The next concept to
cover is a group. In a group, multiple
objects can be combined, and once combined, a
single top layer is created which contains
all the objects. Frames and groups
appear very similar. They both help
organize your file by nesting layers or
grouping layers together. However, frame supply a lot more functionality
like independent sizing. You will cover this in more
detail throughout the course. Now, let’s explore these
concepts in practice with Figma. A frame is a container
for elements. Think of it as a
screen on an App. For example, Screen 1 is
the first screen you see, and Screen 2 is the second. If you add another frame, that would be the
third, and so on. To create a frame, you click the frames icon
up on the top toolbar. You then click and
drag out a frame. Another way of making a frame is to select
the frame icon. Go over to the
right-hand panel where Figma has created lots
of frame presets. In this instance, I’ll
use a desktop frame. To navigate around
your frame or Canvas, go up to Zoom menu in the
upper right of the screen. It will tell you the
current Zoom level and has some useful reminders for
shortcuts related to zooming, such as Command or
Control Plus to zoom in or Command or Control
minus to zoom out. To pan across your screen, you select the hand
icon on the toolbar, or you can use Shift
on your keyboard. Now, let’s draw some shapes. I select the frame and go to the basic shapes Tools
menu in the toolbar. I click the arrow next
to the circle icon to open the Shape Tools
and select a rectangle. I click and drag
out a rectangle. If I want a square, I select the rectangle icon and hold shift on my keyboard
to create a square. It’s the same process
to create a circle. I selected the ellipse
and hold the Shift key. To duplicate the rectangle, I select it and I press Control or Command
D on the keyboard. The rectangle has been duplicated and can be
placed wherever I wish. Let’s look at the
properties of these shapes. I select the square. Over on the right-hand side, I can see its x and y
coordinates and the width, height, rotation,
and corner radius. Let’s just change
the radius to 100. As you may have noticed, every shape by default has
a gray fill and no outline. To change this, I go to the field section and click the little rectangle that
opens the color palette. Using the circular icon, I click to select
a color I like. If I want a different hue, I drag this slider across. I can also change
the transparency or type in a color
reference number. Here, I can also
apply an outline which is called the stroke,
and choose where I want it. Inside, outside, or center. In this case, I choose
the outside option. On the right-hand side, there are advanced
stroke settings where it can change
its line type. I can also add an effect. I click the plus icon
and add a drop shadow. In the layers panel on the
left-hand side of the screen, I can see my shapes as layers in the order
they have been drawn. I move the circle shape
on top of the square but decide I want the square
on top of the circle. All I need to do
is drag and drop the squares layer on top
of the circle layer. Now, it’s important here that you keep the layer’s
name correctly. I rename Rectangle 2, to square and Eclipse
1, to circle. There are also other features
within the layers panel. I can switch layers on and
off as well as lock layers, which just means it
cannot be moved. We’ve got the rounded square
and the circle that are two independent elements
that work separately. But if I want to make them
move and act as one object, I select them and I right-click and we
choose Group Selection, or Control G, or Command G on your keyboard. This allows these
elements to move as one. If you want to alter
one of the shapes, just double-click
inside the shape. Now that you have explored the fundamentals
of frames, layers, and basic shapes,
why don’t you just play around and create
your own elements? In this video, you
learned the basics of Figma frames,
layers, and shapes. I encourage you to practice using these basic
tools yourself. Note the differences in the layers panel between
groups and frames.
Reading: Layers, groups and frames
Video: Type and text
The Importance of Fonts
- Fonts play a crucial role in how readable and visually appealing your designs are. Carefully consider color, size, spacing, and style to convey the right message.
Creating and Editing Text in Figma
- Two ways to start:
- Click the “T” icon in the toolbar and start typing (auto-resizing text box)
- Click and drag to create a fixed-width text box
- Edit existing text: Double-click inside the text box.
- Resizing text boxes: In the right sidebar design panel, set auto-resize to height (vertical growth), width (horizontal growth), or fixed.
Customizing Text
- Design Panel (right sidebar):
- Change font family (search to find specific fonts)
- Style: bold, italic, underline (use shortcuts like Ctrl/Cmd + B)
- Size: Enter values or use up/down arrows
- Line spacing (line height)
- Character spacing (kerning) – use percentage or pixel values
Text Alignment
- Horizontal: left, center, right
- Vertical: top, middle, bottom
Additional Text Options (three dots menu)
- Basics Tab: Adjust resizing options, alignment, paragraph spacing, indentation, create lists, change text case.
- Details Tab: Apply styles (subscript, etc.), access more font features.
- Variables Tab: For fonts with variable settings.
Other Text Modifications
Change text color, add a stroke (outline), and apply effects like drop shadows (all located outside of the text properties panel).
Key Takeaway: Figma offers a range of tools to help you create visually appealing and impactful text elements in your designs. Take time to practice and experiment!
To create a fixed-size text box, you can click and drag to the size of the text box that you want.
Yes
I can click and drag to create a fixed text box with specific dimensions.
In interface design, fonts
play a very important role. The font you choose
will determine the readability and the
appeal of your text. The color, size, spacing, and width of text all deliver a message of your
product to the users. In this video, you will cover the basics of using the
text and font tools. To get started, let’s explore the text properties and the design panel on
the right sidebar. There are two ways to
create a text element. To begin typing, I
click the “T icon” in the toolbar on the top. I can also use the T
keyboard shortcut. Then I can start typing. This creates a text box with
an auto-resize feature, which allows the width
of the text box to grow horizontally along
with the text. I can also click
and drag to create a fixed text box with
specific dimensions. Since the text box size
has been established, the auto-resize is fixed. This allows longer strings
of text to move to the next line once they reach the edge of the fixed text box. To edit an existing
text element, I double-click
inside the text box. To allow the textbox
to auto-resize, I go to the design panel in the right sidebar and change the auto-resize value to height. Now, when I add new text, the bounding box will enlarge vertically but not horizontally. When I use this setting, I ensure the height of
the text box is sized based on the line height
specified in the font style. A text box that is
sized too small for its contents will automatically resize to the height to fit. When creating texts in Figma, three resizing loads
can be applied. Grow horizontally,
which is the default when you click wants to
make a new text box, fixed the default when
you click and drag to make a new text box
and grow vertically. To customize texts in Figma, I can use the dropdown and the design panel in
the right sidebar. I can then select a new font. I can also type in the field to search for a specific font. I search for the Oswald font. To further customize text, I can select from
the drop-down menu to choose the style or U shortcut keys
such as control V on Windows or command
B on a Mac for a bold, control or command
I for italics, control or command
U to underline. I can change the font
size by typing it in or selecting the new field and pressing the arrows up or down. I can also change the amount of space between each line of text. The default is auto, let’s increase this to 43. To the right of this property is the character spacing option. It adjusts the spacing or kerning of a certain
character combination. By default, Figma uses
percentage values. However, if I type
in a pixel value, it will change the
unit to pixel. For example, let’s change
the spacing to four pixels. Now, let’s explore
text alignment. Horizontal alignment defines how text is distributed
within its bounding box, left, right, and center. On the other hand, vertical alignment
determines how the text is distributed
vertically, top, bottom, and middle. When I go to the three dots at the bottom of the
text options section, it brings up three
additional tabs. In the Basics tab, you can choose how you want your text to resize
horizontally, adjust the horizontal
alignment of the text, apply decoration to text, like strike-through,
and underline. Change the spacing between
paragraphs of text. Offset the first line of text with a paragraph indentation, create numbered or
bulleted lists, or change the text case. In the Details tab you can
apply settings such as style, position such as superscript, subscript, and fractions. You can also access any open-type features
like letter forms, character variance, and
horizontal spacing. Finally, in the Variables tab, you can adjust the fonts
variable axes setting. There are other attributes not within the Text
Properties panel, which can be used
to modify text, such as changing the
color of the text, adding a stroke, or adding an effect. Let’s make this text green
by changing its fill. Now, let’s add a green one-point stroke
to this text layer. Then add a drop shadow to this text layer by
adding an effect. I’ve applied a couple
of effects to the text. In this video, you’ve
covered some text and font tools that are
available in Figma. I encourage you to take some
time to practice using them.
Reading: Typography and best practice
Video: Grids and constraints
Responsive Design: What and Why
- Goal: Create web experiences that adapt seamlessly to different screen sizes (desktop, tablet, mobile).
- Approach: Flexible layouts, not fixed designs for every device.
Creating Responsive Grids in Figma
- Start with a Frame: Choose a standard desktop frame size (e.g., 1440×1024).
- Layout Grids:
- Column Grid: For horizontal content arrangement.
- Common setup: 12 columns, 20-pixel gutters, ‘stretch’ mode for fluidity.
- Row Grid: For vertical organization.
- Popular base: 8-point grid for spacing consistency.
- Column Grid: For horizontal content arrangement.
- Content Snapping: Elements will automatically align to the grid, ensuring order and clean measurements.
- Toggle Grid: Use shortcuts (Ctrl+G on Mac, Ctrl+Shift+4 on Windows) to hide/show the grid for preview.
- Constraints: Define how elements behave when the frame resizes (e.g., ‘left and right’ constraints keep content centered).
Key Takeaways
- Grids are the backbone of responsive design, providing structure and flexibility.
- Figma’s tools simplify responsive grid creation and help visualize adaptive layouts.
Do grids help organize content?
Yes
Grids organize the content on the page and create alignment and order.
Everyone wants a mobile
version of their website. One design for all screen resolutions. For example, on a phone, the user would
see content shown in a single column view. A tablet might show the same
content in two columns. This is where responsive
design comes into play. Responsive design, is an approach to web
page creation that makes use of flexible layouts which removes the need to
design layouts to suit every device. In this lesson, you will learn how to
create a responsive grid system for desktop, tablet, and mobile devices. A web page or app is built of squares and
rectangles, which are contained within a grid system or a structure of
invisible lines and columns. They organize the content on the page,
and create alignment and order. They form the basic structure
of the user interface. Let’s see how we can design in figma
with responsive web design in mind. Let’s start by creating responsive grids. To get started, I select the frame
icon on the toolbar on top and press f on my keyboard. Which brings up the frames panel. Then I select the desktop frame,
1440 by 1024. On the right side bar,
there is a section called layout grid. There was a plus icon on the right. When I click it by default, a simple
10 pixel by 10 pixel grid will appear. If I click on the nine dots below, a pop up will appear which gives options
to adjust the size and color of the grid. They are static and pixel fixed. Which means, that if the frame is
adjusted the grid stays intact. There was a drop down menu offering
three different types of grid. I will start with the column grid. The column grid helps to
order content horizontally. When it is selected, the grid inside
the frame changes to the default 5 column grid with the gutters
the pieces in between. The most common number of columns
are 12 on desktop, 8 on a tablet, and 4 on a mobile. The common gutter size is 20 pixels. So, let’s change the grid
to a 12 column grid. I keep the type to stretch, which means
the width of the column will automatically grow or shrink when I resize the frame. To keep the grid responsive,
I changed the margin to 70. This is the space between the content and
the left and right size of the screen. And I keep the gutter at 20. Now, let me add some order vertically. Here, I bring in the eight point grid, as most of the popular screen
sizes are advisable by 8. And it’s a base for space and consistency. So, I select the frame and
head over to the right sidebar and click the plus in the layout grid
section to overlay another layout. In the dialog box,
I change the grid layout to a row and change the count or
the number of rows to 1000. Then I changed the type top and
the height to 8. Finally, I set the gutter to zero. Now we have a vertical and
horizontal grid. So, let’s add content blocks. You will notice now that
everything snaps to the grid. This makes things simpler to arrange and
makes all measurements consistent. And everything is divisible by 8. If I want to view the frame
without the grid system, I click on the zoom percentage in
the top right corner of the screen. This will open the view settings menu. Then I can find an option
to turn grids on or off. Alternatively, I can use the keyboard
shortcuts to toggle layout grids off. On a Mac, it’s control G and
Windows it’s control shift 4. By using the same command,
the grid will be displayed. Constraints are another
benefit of using a grid. I select the content boxes in the desktop
version and give them constraints. Constraints are used to fix content
on a layout to the left, right, top, bottom, and center of a grid. Here I apply left and right constraints. And now, if we altered the frame size,
the contents act responsively and change size also. In this video, you covered how to
create a responsive grid system and learned how to constrain
the elements within the grid.
Reading: Creating grids for tablets and mobile
Reading: Grid systems
Reading
Iterative design
Video: Manipulating elements
Combining Shapes
- Select multiple shapes.
- Use the toolbar options (two squares icon) to:
- Union: Combine shapes into a single shape.
- Subtract: Remove a shape from another.
- Intersect: Keep only the overlapping area.
- Exclude: Remove the overlapping area.
Aligning Objects
- Select the objects you want to align.
- Use the Alignment tools in the Design panel (right sidebar):
- Align options (left, center, right, top, middle, bottom)
- Distribute options (evenly space vertically or horizontally)
Scaling Objects
- Normal Scaling:
- Select object and drag a corner to resize.
- For multiple objects, child elements scale proportionally, BUT effects, strokes, and text size remain unchanged.
- Scale Tool: (Top-left corner icon)
- Scales the object along with effects, strokes, and text for a consistent resize.
Key Takeaway: These techniques give you flexibility to create custom shapes and layouts in Figma, ensuring a polished and precise design.
When working with multiple elements, it’s important to make sure they align precisely. You can achieve that by using the Design panel in the right sidebar.
Yes
Proper alignment is important in a design. You can align objects by using the tools in the design panel in the right sidebar.
You already know that Figma
offers some basic shapes, but sometimes you will need
shapes that aren’t available. It’s important to know how
to create new shapes from the ones available by combining
and manipulating them. In this video, you
will learn how to combine elements to
create new ones, how to align them with precision
and how to scale them. Let’s start with
combining elements. I have a number of
shapes on my screen. I want to select three of them, so I click and drag around them. Now I go to the toolbar on the top center and I
click the two squares. The drop-down shows
several options. The union option combines the
selected shapes into one. The subtract option removes
objects from the selection. The Intersect option shows where the objects selected intersect. Finally, the exclude option excludes areas where
shapes intersect. Now let’s explore how to
align and distribute objects. Designers know that
it’s important for their products to look good, and part of that
is achieved with proper alignment of objects. To align objects, I select
all the objects I want, and then I go to the design
panel in the right sidebar. The alignment tools
are on the top. There are various
options in this panel. The first six are for aligning elements in relation
to one another. They are align left, align horizontal centers, align right, align top, align vertical centers
and align bottom. Finally, the last options
distribute elements. I can select the objects and distribute them vertically
or horizontally. In addition, it’s important
to make sure that the sizes of objects correspond
to the intended design, so let’s cover how to do
that with normal scaling. Scaling an object
means to resize it. To scale an object, I select it and drag it corner. Now, let me select multiple objects to
check what happens. When I resize a group, its child elements will scale. However, effects, strokes and
text sizes will not scale. Notice how the text in the
element doesn’t scale, nor will effects or strokes. If I also want to scale
these properties, I can use the scale tool located at the top-left
corner of the screen. I select the group, click on the scale tool and drag it using the
scale controls. The scaling tool helps make sure the element or the elements
of the frame are consistent. In this video, you
learned how to combine elements to
create new ones, align them with precision
and scale them.
Video: Working with images
Inserting Images
- Place Image function:
- Click the Figma icon (top left) -> Place Image, OR use the shortcut (Command-Shift-K on Mac, Control-Shift-K on Windows)
- Click and drag to place the image within a frame.
- Image Fill:
- Select an object.
- In the Design panel (right sidebar), click the fill color.
- Choose “Image” and select your image.
- Adjust how the image fills the object: Fill, Fit, Crop, Tile.
- Drag and Drop:
- Drag an image file directly onto the Figma workspace.
Masking Images
- Purpose: Mask to show only specific parts of an image within a desired shape.
- Steps:
- Create your desired masking shape (e.g., circle).
- Place the image to be masked on top of the shape.
- Select both the image and the shape.
- Click the “Use as Mask” button (top-center of the screen).
- Adjust the image within the mask shape as needed.
Key Takeaways: These techniques give you flexibility when incorporating images into your designs, ensuring the right fit and focus!
When creating a mask in Figma, you select the shape and the image and make sure the shape is on top of the image. You can verify their positions in the right-side panel.
No
To create a mask in Figma, first you select the shape and the image. Then, you make sure that the image is on top of the shape. You can do that in the layers panel in the left sidebar.
As a designer you will work with
images pretty much every day. So, you need to know the correct methods
of inserting and adjusting images, which will help you
create beautiful designs. So let’s explore images in Figma, in this
video, you will cover how to insert images and how to mask elements to show specific
parts of an image and hide the rest. There are several ways to insert an image. I can use the place image function,
change the fill properties or drag and drop an image. First, let’s cover how to use
the place image function. I go over to the Figma icon
on the top left hand side and scroll down to place image. Or I can use the keyboard shortcut
command shift k on a Mac or control shift and K on Windows. Now, I select an image to upload, Figma will then display
a crosshair mouse pointer. I click and
drag within the frame to place the image. I make it one column wide and square. I adjust this in the design panel after
adding the image, and I set the image to be 112 pixels wide and 112 pixels high,
which is the size of the box. Then I align the image with the box. Second, I can insert an image by filling
an object with the image I want. I select an object, then I go to the fill
section in the design panel on the right sidebar and click the gray solid color. There is a drop down menu and
I select image. A checkerboard pattern
appears with my shape, with a prompt to choose
an image to upload. Several image or photo specific options
to alter the image such as exposure and contrast are displayed. There are also options in the drop down
menu to change how the image is displayed. The default is set to fill. I can also change it to fit, fit allows
me to show the full image in my shape, but it may cause blank
space around the image. I can also crop the image that I insert. The crop option allows me to crop
the image to the size that I want. Another option to fill an object with
an image is to use the tile option, which allows me to create a pattern. Finally the last way to add an image is
to drag and drop the image onto Figma. One other effect I can
apply to images is masking, where I hide some parts of an image and
reveal others. Sometimes I want just one part of an image
and I want it in a specific shape that is different from the shape
of the original image. Masking helps me achieve that,
to mask an image, all I need is the image I want to mask
on and the shape I want to mask by. Let’s explore how to do that. I start by drawing a circle. I make sure that the images
on top of the shape. I can do this in the layers panel. Then I select both the shape and image and click the user’s mask button in the
options on the top center of the screen. Now, all I have to do is reshape
the picture to fit into the circle. A mask group will appear in the layers
panel on the left, which I can rename. I can do this for any kind of shape. Now, you know how to insert images and
how to mask elements. I encourage you to try practicing
these newly learned skills.
Reading: How to save and import Figma files
Reading: Exercise: Design – Text hierarchy and grid
Solution: Design – Text and hierarchy grid
Reading
Self-review: Design: Text hierarchy and grid
How many columns are used in a desktop grid system?
12
Correct! A 12-column grid system is typically used on a desktop.
Typography hierarchy consists of three sections. Select all that apply.
Body
Correct! The body text’s primary function is to convey the information you want.
Heading
Correct! The heading is the first section the viewer should see, so the most crucial information should be placed here and used to draw the viewer’s attention.
Sub-heading
Correct! The subheading divides the design layout into different sections, expanding the header information and giving the reader more information about the body text.
Set the number of typefaces to two or three to avoid user confusion and distraction from the information and messages you are trying to convey on your website.
True
Correct! You need to set the number of typefaces to two or three to avoid user confusion and distraction from the information and messages you are trying to convey on your website.
Practice Quiz: Knowledge check: Type and text design
Every web page is made up of squares and rectangles. They are located within an encompassing grid layout.
True
Correct! Every web page is made up of squares and rectangles. They are located within an encompassing grid layout.
Gutters are the negative space between the outside column’s edge and the frame.
False
Correct! Margins are the negative space between the outside column’s edge and the frame. Gutters are the negative space between columns.
What grids are used to set the leading line of text to the following line of text?
Baseline grid
_________ is a container where your design lives.
Frame
Correct. The frame is a container where your design lives.
Responsive design is an approach to web page creation that uses flexible layouts, removing the need to design layouts to suit every device.
True
Correct! Responsive design is an approach to web page creation that uses flexible layouts, removing the need to design layouts to suit every device.
Reading: Additional resources
Reading
The following resources are additional reading materials that introduce you to grid systems, how to use grids to improve hierarchy and 10 Principles for typography in UI design. These will add to the knowledge that you’ve gained in this lesson.
Grids and constraints
Video on grids and constraints
How to use grids to improve visual hierarchy
Typography
10 Principles for Typography in UI Design: Typography in Design Systems
*Consider reading Robert Bringhurst’s book called “The Elements of Typographic Style” if you want to learn more about typography.
Video: Wireframing
What is Wireframing?
- Purpose: Wireframes provide a simplified, structural outline of a website or app before visual details (colors, images, etc.) are added.
- Focus: User experience – lays out what users need to accomplish their goals.
- Benefits: Quick communication of ideas, promotes collaboration, and allows for early refinement.
Wireframing for the Little Lemon Website
- Content Blocks: The restaurant’s requirements (menu, ordering options, etc.) guide the content blocks needed on the wireframes.
- Mobile-First Design: Starting with the mobile version ensures the design works well on smaller screens and is easier to scale up.
Key Wireframing Techniques
- Layout Grids: Help organize the elements on the screen (e.g., four-column grid)
- Rectangles as Placeholders: Represent content blocks, including images and buttons.
- Simple Visuals: Focus on structure and functionality, not colors or fonts.
Wireframe Content: Little Lemon Example
- Navigation: Logo links to homepage, shopping basket icon, a hamburger menu.
- About: Restaurant name, location, brief description, image, “Book a Table” button.
- Menu: Category buttons (e.g., “Cat 1”), scrollable list of dishes with title, description, price, and image.
Next Steps
- Practice: Create your own wireframes, perhaps for the desktop version of the website.
- Remember: Wireframing is iterative. Start basic and refine as you go!
When creating a wireframe it’s important to include images and colors so that your user can better visualize your design and give you feedback.
No
Correct! The purpose of a wireframe is to create a basic structure for each screen in the design before things like branding, colors and images are considered. It provides a way of communicating ideas quickly, which can be refined later. You focus on the user experience and on what they need to accomplish a task.
The Little Lemon
restaurant has faced difficulties with the order online feature on their website. The restaurant’s menu is too long, requiring
endless scrolling. There are no options to order a specific number of dishes. They user has to
repeatedly select addition added to the basket. How can this be improved? You already learned
how to create grids, draw shapes, and manipulate
objects in Figma. In this video, you will learn to describe the concepts
of wireframing, and design wireframes
using Figma. The purpose of a wireframe is
to create a basic structure for each screen and the design before things like branding, colors and images
are considered. It provides a way of
communicating ideas quickly, which can be refined later. You focus on the
user experience, on what they need to
accomplish a task. I will use Figma to draw the wireframes so they can be shared with other team members, giving them the opportunity to make comments in
the same document. I’ll create three wireframes
in this exercise. First, let’s list
Adrian’s requirements. They will become content blocks, which will give me
a nice skeleton of what content will appear
in the wireframe. It will show the
Little Lemon brand about and menu categories, prices and a customize
order section. It will also show description
and photos of dishes, delivery or take-out options, the number of dishes
in each order, and an add to order button. Finally, it will show a login, and a pay section, and of course a navigation bar. Now, we have a good idea of what I need to put on my wireframes. I will begin with the
mobile version first. In UX, this is a
common practice. It’s called mobile first design. This is because most
users on the web nowadays access websites
on their mobile device. I want to make sure
that my design works perfectly on
a mobile device. In addition, it’s easier to solve design problems
on a small screen, and then adapt them
to a large one. On the first frame, I need
the content blocks to contain the navigation
bar about Little Lemon, and menu categories,
and menu dishes. I select a mobile frame and add a four-column layout
grid to the frame. Then, I construct content blocks using rectangles for each block. Next, I move these
blocks out of the frame. Then I make the
rectangles narrower, but I do not change the text. It gives me a rough outline of all the contents
in the wireframe, to use as a reference as I’m
designing within the frame. Now, let’s focus on
the navigation bar. I need to offer users a way to navigate to the home screen. So I add a logo that will take me back
to the home screen. I also include a shopping basket as it’s an online
delivery service. I chose to use a hamburger menu. When tapped, it opens
up a pop-up overlay so the user can easily navigate
to other pages on the site. For the logo, I draw a rectangle and diagonal
lines through it. This is a conventional way to denote an image placeholder. When the basket is tapped, it opens up a pop-up overlay, which allows users to track and alter what they
intend to purchase, and an option to checkout. In the about Little
Lemon content block, I want to include the
Little Lemon name, what city it is in. A brief description of what type of food it offers, a photograph. Adrian wants users to have an option to book
a table online. So I put it in this
content block as a button. When clicked, the user is
brought to another page. Now, let’s work on
the menu categories. I know they have not
been decided yet. However, I represent
them as buttons, naming them Cat 1, Cat 2, and so on. Now, I want to add some
dishes from the menu. l add them on the bottom. As this is the first
screen of the online page, Adrian wants to highlight
this week’s specials. I need a title,
the name of dish, a description, the
price, and an image. This section is scrollable vertically to see further items. I need to note that
when a dish is clicked, the user is taken
to another screen. I repeat this process for all screens in the
order online section. In the wireframe, no color
or font images are included. It is just a blueprint. All that is important here is the layout and functionality. In this video, you
explored the concept of wireframing and how to design
wireframes using Figma. You’re encouraged
to practice it, and perhaps wireframe
the desktop version of the Little Lemon website.
Reading: Rapid prototyping
Reading
In this reading, you will learn about rapid prototyping, its advantages, its cycle and the levels of fidelity you can use. Before investing time and money in developing an idea and creating a product, you should make sure it works as intended. You should test it to ensure that it is user-friendly and free of bugs and that it assists the user in carrying out their desired actions.
To accomplish this, you create a scaled-down version of your product. This is referred to as a prototype. Prototypes can be as simple as paper models or as complex as fully functional digital prototypes with which the user can interact. After creating a prototype, you will test it on some target users. You’ll observe how users interact with the product to identify any usability or design flaws.
This reading focuses on rapid prototyping.
What is rapid prototyping?
Rapid prototyping is the process of creating a fast, preliminary version that closely resembles the final product. To understand rapid prototyping, it is helpful to consider where the term originated. The phrase “rapid prototyping” comes from the manufacturing industry. Rapid prototyping is used in manufacturing to create a 3D model of a product or a single component of a product. Before mass production of the product or part, the prototype can be tested.
Similarly, digital designers have adopted rapid prototyping as a quick and cost-effective way to build and test a working version of their product. Rapid prototyping in digital design is the process of iteratively mocking up an interface and validating it with users, stakeholders, and even teammates. However, what distinguishes it from standard prototyping?
Rapid prototyping is much faster in manufacturing than traditional prototyping, which can take months or even years. However, when it comes to creating digital products, designers should never take months or years to create and test a prototype. As a result, all digital design prototyping can be considered rapid. Prototyping tools like Figma can demonstrate the digital nature of rapid prototyping: they are designed to speed up an already quick process, allowing us to stitch together screens in minutes.
Advantages of Rapid prototyping
For starters, rapid prototyping provides us with visuals to ensure everyone is on the same page. It is not the same thing to describe a product as it is to see it. And while we can probably get away with descriptions within teams because we all speak the same language, they are useless to stakeholders, investors, or users.
A rapid prototype eliminates miscommunication. Rapid prototyping also allows us to identify problems or pain points early in the design process. This allows us to address and solve problems before they reach development further along in the process, saving us valuable time and money.
Finally, testing our work continuously and quickly allows us to validate that we are creating a product tailored to real user needs and desires. We will show them our rapid prototype, and they will be able to tell us whether or not it works. We build a rapid prototype of a product section that we want to validate in a relatively short period. We then show it to users or our team for feedback and make changes based on their responses. This process allows us to collect feedback early and frequently and build better products faster.
The Rapid Prototyping Cycle
Now that you know what a rapid prototype is let us look at how to create one.
- The first step is to create what you are testing.
- Test it on users, stakeholders, or your team and make changes based on their feedback.
- Repeat the procedure
That’s the end of it!
The procedure isn’t complicated, but it’s incredibly beneficial.
It takes a lot of time and effort to prototype an entire product repeatedly! Even for a master prototyper, the process is not quick. It is also not necessary to create an entire product from the beginning. So, what do we construct?
We frequently prototype:
- Main functions and features and
- New interactions and patterns.
1. Main Functions and Features
Where will your users spend the majority of their time? Which features are they most likely to use? Start prototyping from there! Examine critical areas of your app or website to ensure they meet user expectations, needs, and desires.
2. New interactions and patterns
Users have come a long way since seeing plenty of bad designs. For example, the world’s worst website ever presents a number of issues that we’ve learned negatively impact the user experience: https://www.theworldsworstwebsiteever.com/
Would you be able to name a few of these issues? Users now see traditional structures and experiences in apps and on websites. These are well-known among users. When they see them, they know how to use them. You need to prototype and test anything new that deviates from what users expect. If you’re creating an exciting new login screen or a new, cool kind of checkout process, make a rapid prototype early on to test any change that may confuse users.
Rapid prototyping is not just for these two scenarios. Any section of your app can be prototyped and tested. However, only work on one part or feature at a time. If you try to address the entire product at once, you will end up with a prototype that is too large to be easily understood.
Fidelity level
You can test at various levels of fidelity. You will continue to work quickly, gather feedback, and revise to reflect it. The distinction is in the type of feedback you will receive.
Low-fidelity prototypes allow users to concentrate on how they will use a product. Is it effective?
Mid-fidelity prototypes allow users to concentrate on interactivity. They aid in the validation of element and screen behavior. These are frequently created using wireframes.
High-fidelity prototypes, which closely resemble the finished product, are created using tools such as Figma. When these are presented to users, they tend to focus on their visual design, making them unsuitable for the early stages. You would usually use them at the end to ensure that visual design decisions clearly communicate what they’re supposed to.
So, what is the appropriate level of fidelity? It all depends on the stage of your project and what you want to measure or discover.
Final thoughts
In this reading, you learned about rapid prototyping, its advantages, its cycle and the levels of fidelity you can use.
Reading: Exercise: Create wireframe in Figma
Reading: Solution: Create wireframe in Figma
Reading
Now, compare your wireframe with the solution below.
Is it the same or are there items missing?
If there are, start at step 1 and follow the steps again to complete your wireframe.
Practice Quiz: Self-Review: Create wireframe in Figma
What is the very first step when creating a wireframe in Figma?
Gather requirements.
Correct! The first step is to write down or sketch out what you require to go onto the page.
True or False: A hamburger menu sits in your navigation bar.
True
Correct! The hamburger sits in your website’s navigation bar for easy access, and the menu allows the user to navigate to other pages on the site easily.
What’s included in the sub-heading of your Little Lemon wireframe?
The name of the dish.
Correct! The dish’s name gets included in the sub-heading of the Little Lemon wireframe.
Video: Usability testing
What is Usability Testing?
- Core Goal: Evaluating how real users interact with your product (website, app, etc.) to find issues and improve the user experience.
- Method: Users perform tasks while a researcher observes, records their actions, and gathers feedback.
Key Players
- Facilitator: Creates the tasks, guides the participant (in some testing types), and gathers insights from observations.
- Participant: A representative user who attempts realistic tasks, often thinking aloud to provide insight into their thought process.
Types of Testing
- Qualitative: Focused on detailed insights into how users interact and where they encounter problems. Most common for finding user experience issues.
- Quantitative: Focused on metrics like task success rates and time-on-task to establish benchmarks.
Online Testing
- Growing Popularity: Offers convenience and generally lower cost than in-person testing.
- Moderated: Similar to in-person, but the facilitator and participant connect remotely using screen-sharing.
- Unmoderated: No live facilitator. Participants work independently through tasks, and their sessions are recorded for later analysis.
When conducting usability testing, do you use personas?
No
Correct! Usability testing is the process of getting actual people to use a real website, app or other product you’ve designed while tracking their actions and reactions.
Now that you explored wire framing
to improve the food ordering element of the Little Lemon website, it’s time to cover how you can
test your design for usability. In this video, you will learn
to define usability testing. Identify the players involved and describe
the different types of usability testing. Usability testing is the process of
getting actual people to use a website app or other products you’ve designed while
tracking their actions and reactions. Usability testing is crucial to
ensure you create an effective, efficient and
delightful experience for your users. Users are given tasks to perform while
being observed by a researcher to see where they run into difficulties or
become confused. If many people run into the same issues, recommendations can be made to
fix these usability issues. It offers opportunities
to make improvements. There are many types of usability testing,
but the facilitator, the participant and the tasks given
are the leading players in most of them. Let’s cover them now. The facilitator gives
the participants tasks. They monitor the participants behavior and listen to feedback as they
complete these tasks. The facilitator may also ask
follow-up questions to get further information from the participant. The participant is a user of the product
you have designed or a similar product. Practical actions that the participant
might carry out in every day life are used as the tasks in a usability test. Depending on the study objectives and
the usability testing, they may be highly detailed or vague. When conducting usability testing,
task phrasing is crucial. Minor inaccuracies in the tasks wording
can lead participants to misinterpret what they are required to complete or
affect how they carry out the task. The facilitator may read the task
instructions to the participants or they may be given to the participants
on writing in task sheets. Participants are often asked to
think aloud while completing tasks, allowing the facilitator
to follow their progress. Knowing which task
the user is completing and that the participant has read
the instructions correctly. There are different usability testing,
let’s explore them now. First, qualitative usability
testing aims to gather insights, results and narratives about how
users interact with the product. Qualitative usability testing is the most
effective method for identifying issues with the user experience compared
to quantitative usability testing. This type of testing is more prevalent. On the other hand, the goal of
quantitative usability testing is to gather metrics that capture
the user experience. Tasks, success and time on task are two
metrics frequently collected in quantitative usability testing. The most effective method for gathering benchmarks is
quantitative usability testing. Depending on the type of study, different
numbers of people are required for usability test. The Nielsen Norman Group advises
utilizing five participants for typical qualitative usability
research of a single user group to identify the volume of a product issues. Let’s now cover other types
of usability testing. Usability testing can be done online. Online testing is popular,
because in-person research, usually requires more time and money. You can have moderated and
unmoderated online usability testing. Online facilitated usability tests and in-person testing operate
pretty similarly. In an in-person environment, the facilitator assigns the task
speaking with the participant. But online, there is a physical
distance between the facilitator and the participant. Facilitated tests can typically be held
using screen-sharing applications. In contrast, remote unfacilitated
usability tests do not have the same participant facilitator interaction. To setup written tasks for
the participants, the facilitator uses online remote
testing technology to deliver the tasks. The participant works alone and
at their own pace to do the tasks. A session recording and
metrics like task success are sent to the researcher when the participant
completes the test. In this video,
you learn to define usability testing. Identify the players involved and describe
the different types of usability testing.
Reading: Usability test cheat sheet and template
Usability testing
Usability testing is an evaluative user research technique that allows key stakeholders and the project team to understand better how people interact with a product. Usability testing can be done during the design, development, or after the product has been released. During a usability test, participants are required to perform specific tasks with the product and provide feedback.
Usability testing research methods can be conducted remotely or in person. The types are as follows:
- User interviews
- Unmoderated usability testing
User interviews
It is critical to ask the right questions during a User Interview. You get what you ask for, as the saying goes! Because the researcher’s time during an interview is limited and there is usually so much to cover, asking all possible questions is not an option. So, knowing which questions to ask and which to avoid is just as important as knowing how to ask them.
Prior to the User Interview
This is the stage when all of the research preparations are made. The following deliverables are produced as part of this phase:
- Discussion Guide – research questions are prepared here, though what you write may not always be what you ask during interviews.
- Interview Schedule
- Roles and responsibilities, for example, notetakers, moderators, translators, and so on.
- Scenarios List
- A list of test materials, if any, are required, such as design prototypes, competition websites, and so on.
- Reliance on stakeholders
- Forms of consent and disclosure, etc.
- Exit survey, which is mostly closed-ended questions
During the User Interview cycle
Whether the interviews are for exploratory or evaluative research, the ability to ask the right questions is crucial here. Let’s explore some examples of how to run an effective interview.
Different types of questions
i) Warm-up question –it is important to get the participant talking and comfortable. For example, you can start by asking, “Do you prefer coffee or tea?”
ii) Begin the investigation with open questions.
- Explain your experience
- How many/how much…
- What is the cause of…
- When was the last time you…
- How do you…
iii) Task-based questions
- Show us how you do it…
- What motivates you to do that…
- What preparations do you need to make…
iv) Recall a previous experience
- Could you please share your most recent experience with…
- Tell me everything you remember about the last time you used…
- What was the most noteworthy aspect of…
- Consider a real-life situation in which this could have been useful…
v) Beliefs and attitudes
- What are your thoughts on…
- What do you enjoy the most about…
- What do you despise the most…
- In what way could this be useful…
- If you were to consider the advantages of… what would they be…
- What are your thoughts on…
vi) Inquiry questions
- Please tell me more about that.
- Could you please elaborate?
- Why did you go about it that way…
- Why did you think that…
- Let me repeat what you said. Is this what you meant?
- What makes you think that…
- If you think about it again…
vii) Closing remarks
- Do you have any questions you’d like to ask…
- Is there anything else you’d like to say?
After the User Interview
After you conduct user interviews, it is time to review the data you collected to use it in your design. Debriefing and topline summary are important items in this step.
Debriefing
Debriefing aids in determining what went well during the session. What can be improved, prioritized and so on.
Preparation and distribution of topline summary
This keeps stakeholders up to date on current findings and aids in making initial project and product decisions.
Updating the Research Schedule
This step deals with dropouts, changes in participant availability and so on. Stakeholders will always have questions that will be triggered during the interview. As a result, a researcher acting as a moderator should be on the lookout for those questions and try to incorporate them into the interview if time allows. Try to be as broad as possible with open questions. And remember that there is always more than you can say.
Unmoderated Usability Testing Types
With regard to its relationship to usability testing, the term “unmoderated” refers to research participants using the product when no one is watching or interacting with them. Unmoderated usability testing can be done in two ways:
Unmoderated in-person usability testing
The product is used by the participants at a predetermined physical location. No one is watching the participants while they use the product. After the user session is finished, the researcher may record and investigate the interaction and any comments made during the product usage. This method of usability testing is less popular than remote unmoderated usability testing because it requires the presence of researchers and participants at a fixed time and location.
Unmoderated remote usability testing
This method employs a user research platform based on the Internet. The participants and the researcher do not need to be in the same place at the same time to use this method. They could be anywhere in the world where an internet connection is available. The participants complete the tasks, and their interactions with the product are recorded and uploaded to a server. The researchers later on, in their own time, access the screen recordings of the interactions and interpret the feedback from the participants. This feedback may include face recording as well as verbal think-aloud comments.
How to Conduct an Unmoderated Usability Test
To successfully conduct unmoderated remote usability testing, the following preparation is required:
1. Define the usability testing objectives.
- What do stakeholders want to learn?
- How would the findings benefit the company?
- Is the research method appropriate for all the objectives?
- Are all stakeholders in agreement regarding the goal statements?
- Which of the objectives can be included in future rounds of usability testing?
2. Determine the participant profile
- Number of targeted profiles and personas
- Age group, gender, nationality, and income of the target audience
- Relevant behavioral attributes, such as what they do, like, and dislike
- Sample size: the number of participants in each profile
3. Screen and shortlist candidates
- Prepare a list of screener questions to help you select your candidates.
- Determine which answers should qualify or disqualify candidates for participation.
- Level of comfort in thinking aloud
- Include a question to assess feedback articulation ability.
- Collect contact information to distribute the usability test and reach out if necessary.
- Request that participants consent to participate and agree to be recorded.
- Request consent from participants to store their personal information, if any.
- Include the type of incentive, the amount, and the payment method.
4. Choose a platform for user research
Choose a remote usability testing platform based on the information you want to collect and the products that participants will be testing.
- Is the platform compatible with the research method you will conduct?
- Is the platform capable of attracting participants?
- Is the platform capable of testing test material?
- Does the platform support the devices that the test must be run on, such as a computer or a mobile device?
- Is the platform video-centric?
5. Gather test materials
Determine and decide what you want the participants to test with the following options:
- Wireframes
- Design prototypes
- If necessary, the participants may need to sign a non-disclosure agreement.
- The availability of test materials as a dependency must be included in the usability testing plan.
6. Create a list of tasks to be completed as well as a list of usability metrics.
- Make a list of the tasks that the participants would be responsible for. Create the tasks based on what users would accomplish with the product.
- Limit yourself to 5 or 7 tasks at a time.
- Each task must correspond to the study’s objectives.
- Tasks must be clearly worded and unambiguous.
- Clearly defined success criteria.
- Each task must specify an end state so that participants know the task has been completed.
- The sequence in which tasks are to be presented is referred to as task flow.
- Determine usability metrics for each task.
7. Determine usability metrics for each task.
- Failure or success
- Time to complete the task
- Time to first click or tap
- Count of clicks and taps
- Count of swipes
- Paths of navigation, such as the number of pages or screens
- A task’s number of retries
8. Plan questions to be asked after the tasks are finished
Survey questions can be asked at the end of any task and immediately after completion. Survey questions can be of various types:
- Unanswered questions
- Single or multiple choice
- Likert scale of 5 to 7 points
- Dropdown
- Matrix or ranking
- Inquire about recall, task difficulty, and any additional information relevant to providing background information about participants, such as other similar experiences they have had.
9. Perform a test run prior to the test launch.
- Experimenting with the test yourself, also known as a dry run, helps to refine it.
- Dry run with internal and external participants
- Determine whether or not there is a fatigue factor in completing the test.
- Check to see if everything is working as it should. For example, prototypes are loading correctly and are the correct ones.
- Fine-tune questions and include information that may have been overlooked.
- If everything is in order, start the test.
Final thoughts
Now you know more about usability testing and the steps involved in two broad categories: user interviews and moderated and unmoderated user testing. Hopefully, you will be able to use what you learned when you carry on your design.
Reading: Exercise: Write a usability test
Reading
Overview
In this exercise, you will write a usability test script for the wireframe you created in a previous activity:
A usability test is the total time participants spend performing tasks with the product and filling out questionnaires about it. As a result, before conducting usability testing, you should adjust your questions to align with your testing objectives. To get the most out of them, you’ll need to prepare a proper script and know how to ask good questions.
The Test Script Guide
Instructions
Use the following Test Script Guide to complete the accompanying Test Script Template.
Introduction
Here, please introduce yourself and explain what you require them to do to participants.
Reassure them that they are not being tested and that you value their time and feedback. If you are recording the interview, give them a recording permission form to sign and let them know you will only use the recording internally and not share it with a third party.
Warm-up questions
Establish rapport with participants by asking them some general information questions like “Would you introduce yourself?” and “What is your occupation?” “What type(s) of mobile device(s) do you use?” etc.
Screen tour
Give the participants an overview of what they are looking at and ask general questions. For example, you could ask: What do you think the screen is for?
The tasks
Let participants know how you will guide them through the tasks. Give an overview of the tasks they are required to do. Remember, the test is on the navigation and functions offered by the screen. Write down the answers.
Wrap-up questions and feedback
After each task, ask a few questions and conduct a rating exercise to elicit more feedback and information about the users’ reasoning.
Post-Test Interview
You don’t have to ask many questions, but it’s essential to have a few prepared. For example, an additional question could be: Was there anything you felt was missing or thought could have been better?
Answer any questions the participants may have.
Thank the participants.
Test Script Template
Topic | Testing Script |
---|---|
Introduction | |
Warm-up questions | |
Screen tour | |
The tasks | |
Wrap-up questions and feedback | |
Post-test interview |
Reading: Solution: Write a usability test
Reading
Compare your test script with the solution below.
Topic | Testing Script |
---|---|
Hi _________, how are you? I appreciate you taking time out of your day to participate in this session today. My name’s _______ and I’m _______(your role). Let me explain how this will work before we begin. I’d like to ask you some questions about yourself and your relevant experience. Then, you will examine the wireframe navigation. Once you’ve completed this, I’d like to hear your honest feedback about your experience with our online food delivery interface. You don’t have to worry about making mistakes because we are only testing the navigation and functionality, not you. We’re running this usability test to see how users interact with our service and collect their insights. It will be a big help to us. Is there anything else you want to ask before we get going? Finally, I’d like to ensure you’re comfortable with me recording today’s session. Is this okay with you? It’s recorded so I can be sure I have captured all your feedback. I’m only going to share it with our team internally and the data will only be used for improving the product, we won’t share it with anyone outside. Is that ok with you? [Give them a recording permission form to sign] So I’ll now begin recording the audio and review some background questions | |
Warm-up questions | To begin, what is your profession? What do you do during the day?What kinds of websites do you frequently visit when you surf the web?What type(s) of mobile device(s) do you use, such as smartphones or tablets?What do you spend your time doing on your devices?Do you have any favorite websites or mobile applications? |
Screen tour | That’s fantastic. We’ve completed the questions, and the next step is to begin looking at things.First, I’d like you to look at the product details screen and tell me what you think of it: what you can do here and what it is for. |
The tasks | We’re now ready to start the test. I’d like to remind you of a few things. You can use the software as naturally as possible on your own, as if no one is watching.Please think aloud as you’re using our program. I’m going to ask you to do these tasks without using Search. We want to hear your opinions, like where you’re navigating on the page, why you would click there, and what you expect to happen when you do click. If you have any questions during the test, I’ll try to answer them when we’re done. I’m now going to read the test steps aloud, and give you a printed copy. The steps are:Do you know how to navigate to other pages?What do you expect the basket icon is for?Can you find a way of returning to the previous page?Do you understand how to customize the order?What does the + 1 – mean at the lower end of the screen?If you make a mistake, can you rectify it?What is the Checkout button supposed to do? |
Wrap-up questions and feedback | How was your experience completing these tasks?What do you think of the location of the features and information?I would like you to rate the tasks one by oneOn a scale of 1 to 5, how difficult would you rate it? Why? Was there anything complicated about the task? Were things exactly as you expected? |
Post-test interview | Do you have any questions?Was there anything you felt was missing or thought could have been better? Thank you again for taking the time out of your day to participate in this study with us. Your input today will be beneficial to us. |
Practice Quiz: Self-review: Write a usability test
Evaluating a product or service by testing it with representative users is called usability testing.
True
Correct! Evaluating a product or service by testing it with representative users is called usability testing.
Why would you ask your testers warm-up questions when you do a usability test?
Establish rapport with the participants.
Correct! The warm-up questions help build or establish a rapport with your participants, so they feel comfortable completing the usability test. This also assists with gathering background information about the participants. For example, what type of devices they use, their occupations or their technical literacy.
Video: Module summary: Applied design fundamentals
Figma Fundamentals
- Core Skills: You learned to work with frames, layers, shapes, text, and images in Figma.
- Design Principles: You understand how to apply principles like responsive design, grids, and constraints to create visually appealing and user-friendly layouts.
Iterative Design
- Wireframing: You can translate your design ideas into wireframes, focusing on core functionality.
- Prototyping: You were exposed to various rapid prototyping tools and methods to create interactive mockups.
- Usability Testing: You grasped the importance of collecting user feedback through usability testing to validate and improve your designs.
Overall: This module equipped you with the foundational skills to use Figma for designing user interfaces and a process to take your designs from ideas to testable prototypes.
Congratulations, you completed this
module on applied design fundamentals. In this module, you explored the Figma
fundamentals and iterative design. It’s now time to recap the key points and
concepts you learned and the skills that you gained. You began the module exploring Figma. After you completed the first lesson,
you are now able to use frames and layers, manipulate basic shapes, described
the principles of layered design. You also covered how to use type and
text, and you can now describe responsive design and
use grids and constraints. Finally, you learned how to
manipulate elements and images, and to describe design principles. After you covered some Figma fundamentals, you progressed to lesson two where
you focus on iterative design. In this lesson, you learned how to
create wire frames from your designs and identify rapid prototyping tools and
methods. Finally, you learned how to
perform usability testing. You now have an understanding
of some design fundamentals. You learned about Figma and
how to use it to create wire frames, applying design principles and
best practices. That’s another important
step in your UX UI journey. Well done.
Quiz: Module quiz: Design and test
The purpose of a wireframe is to create a basic structure for each screen in the design before things like branding, colors and images are considered.
True
Correct! The purpose of a wireframe is to create a basic structure for each screen in the design before things like branding, colors and images are considered.
Gemini
The statement is True. Here’s why:
- Focus on Structure: Wireframes are intentionally low-fidelity. They focus on the basic layout, content hierarchy, and navigation of a screen.
- Avoid Distractions: Colors, detailed images, and branding elements can shift the focus away from core functionality and user flow during early design stages.
- Iterative Foundation: Wireframes create a flexible starting point for discussing essential elements and getting feedback before investing in high-fidelity visual design.
Let me know if you’d like to explore some specific examples of wireframes!
ChatGPT
True. The purpose of a wireframe is to create a basic structure for each screen in the design before considering elements like branding, colors, and images. It focuses on layout, functionality, and content hierarchy without getting into the details of aesthetics.
Llama3
The correct answer is:
1 point
True
A wireframe is a low-fidelity visual representation of a user interface (UI) that focuses on the basic structure and layout of a screen. It is typically created before the design is finalized, and it is used to plan the layout and organization of the content on the screen. Wireframes are often created using simple shapes and lines, and they do not include any visual design elements such as branding, colors, or images.
The purpose of a wireframe is to create a basic structure for each screen in the design before the final design is created. This allows the designer to focus on the layout and organization of the content, and to make any necessary changes before the final design is created.
Here’s why the other option is incorrect:
- Option B is incorrect because a wireframe is not a high-fidelity visual representation of a UI. While wireframes are often created using simple shapes and lines, they are still a visual representation of the UI, and they are used to plan the layout and organization of the content on the screen.
What is involved in usability testing? Select all that apply.
Tasks
Correct! Users are given tasks to perform while being observed by a facilitator to see where they run into difficulties or become confused. If many people run into the same issues, recommendations can be made to fix these usability issues. It offers opportunities to make improvements.
A facilitator or researcher
Correct! A facilitator or researcher is a person who facilitates the usability test.
Participants
Correct! The participants in usability testing use a website, app or other product you’ve designed while tracking their actions and reactions.
A test script
Correct! You should prepare a test script that aligns with your testing objectives.
A Letter of Consent
Gemini
Here’s the breakdown of what’s involved in usability testing:
Definitely Involved:
- Participants: Users representative of your intended audience.
- Tasks: Specific scenarios the participants will attempt based on your product’s goals.
- A facilitator or researcher: To guide the process, observe user behavior, and gather insights.
Often Involved:
- Test script: A structured plan to ensure consistency and guide the facilitator.
- Personas Help in recruiting participants who fit your target user profiles.
Less Common (but Possible):
- Letter of consent: Might be used in formal research settings for ethical reasons, but not always required in every usability test.
ChatGPT
In usability testing, the following are involved:
- Tasks
- A test script
- A facilitator or researcher
- Participants
These elements are essential for conducting usability testing effectively. Personas and a Letter of Consent may be part of the broader research process but are not necessarily directly involved in usability testing itself.
Llama3
The correct answers are:
- 1 point
- Tasks
- A facilitator or researcher
- Participants
Usability testing involves several key components:
- Tasks: Participants are asked to complete specific tasks while interacting with the product or service being tested. This helps to identify areas where the product or service is difficult to use or understand.
- A facilitator or researcher: A facilitator or researcher is responsible for guiding the testing process, ensuring that participants understand the tasks and providing any necessary guidance or clarification.
- Participants: Participants are the individuals who take part in the usability testing. They are typically representative of the target audience for the product or service being tested.
- A Letter of Consent: A Letter of Consent is a document that participants sign to indicate their willingness to participate in the usability testing and to provide consent for the testing process.
The other options are not correct because:
- A test script: While a test script may be used to guide the testing process, it is not a key component of usability testing.
- Personas: Personas are fictional characters that represent the target audience for a product or service. While personas may be used to inform the usability testing process, they are not a key component of the testing itself.
Note that the specific components of usability testing may vary depending on the goals and objectives of the testing process.
Usability testing cannot be done online.
False
Correct! Online testing is widespread because in-person research usually requires more time and money. You can have moderated and unmoderated online usability testing.
Gemini
The statement is False. Usability testing can absolutely be done online! Here’s why:
- Remote Testing Tools: Many platforms specialize in online usability testing, allowing researchers to recruit participants, share prototypes, and record user interactions remotely.
- Advantages:
- Wider Reach: You can test with users from anywhere, not just those within your geographic location.
- Convenience: Participants take the test in their own environment, potentially leading to more natural behavior.
- Cost-Effectiveness: Often lower costs compared to in-person lab setups.
- Types of Online Testing:
- Moderated: A researcher observes in real-time (via screen sharing) and interacts with the participant.
- Unmoderated: Participants complete tasks independently, and their actions are recorded for later analysis.
ChatGPT
False. Usability testing can indeed be conducted online. With the advancement of technology, there are various online tools and platforms available that facilitate remote usability testing. These tools allow researchers to remotely observe participants interacting with digital products or interfaces and gather valuable feedback without the need for physical presence.
Llama3
The correct answer is:
1 point
False
Usability testing can be done online, and it is a common practice in the field of user experience (UX) design. Online usability testing involves conducting usability testing remotely, typically through video conferencing or screen sharing software, and can be done with participants who are located anywhere in the world.
In fact, online usability testing has several advantages over in-person testing, including:
- Increased reach: Online usability testing allows you to test with participants from all over the world, rather than being limited to a specific geographic location.
- Cost-effective: Online usability testing can be more cost-effective than in-person testing, as you don’t need to worry about travel and accommodation costs.
- Flexibility: Online usability testing can be done at any time and from any location, making it easier to schedule and conduct testing.
However, it’s important to note that online usability testing requires careful planning and execution to ensure that the testing is effective and reliable.
What are the advantages of rapid prototyping? Select all that apply.
Addresses and solves problems
Correct! It allows us to address and solve problems before they reach development further along in the process, saving us valuable time and money.
Validates a product section in a relatively short period
Correct! You build a prototype of a product section that you want to validate in a relatively short period. You then show it to users or your team for feedback and make changes based on their responses. This process allows you to collect feedback early and frequently and build better products faster.
Identifies problems or pain points early in the design process
Correct! Rapid prototyping also allows us to identify issues or pain points early in the design process.
Provides the user with visuals
Gemini
Here’s the breakdown of correct answers:
- Identifies problems or pain points early in the design process: Rapid prototypes allow you to spot potential issues before investing too much time and effort in a flawed direction.
- Provides the user with visuals: Visual mockups offer a more concrete way to get feedback compared to abstract descriptions.
- Validates a product section in a relatively short period: You can quickly test and iterate on specific features or flows within your product using rapid prototypes.
Not the Main Advantage:
- Addresses and solves problems: While prototypes can reveal problems, they don’t inherently solve them. Problem-solving comes from analysis, design adjustments, and iteration.
Let me know if you’d like a deeper dive into any of these specific advantages!
ChatGPT
The advantages of rapid prototyping include:
- Addresses and solves problems
- Validates a product section in a relatively short period
- Identifies problems or pain points early in the design process
These aspects make rapid prototyping a valuable technique in the design and development process, allowing for quick iteration and validation of ideas. However, providing the user with visuals is not necessarily an advantage specific to rapid prototyping; it’s a general aspect of any design process.
Llama3
The correct answers are:
- 1 point
- Validates a product section in a relatively short period
- Identifies problems or pain points early in the design process
- Provides the user with visuals
The advantages of rapid prototyping are:
- Validates a product section in a relatively short period: Rapid prototyping allows designers to quickly test and validate a product or feature, which helps to reduce the risk of launching a product that may not meet user needs.
- Identifies problems or pain points early in the design process: Rapid prototyping helps to identify potential problems or pain points early in the design process, allowing designers to make changes and improvements before investing too much time and resources.
- Provides the user with visuals: Rapid prototyping provides users with a visual representation of the product or feature, which helps to communicate the design and gather feedback from users.
- Addresses and solves problems: Rapid prototyping helps to address and solve problems by allowing designers to quickly test and iterate on their designs, which helps to ensure that the final product meets user needs.
The other options are not correct because:
- Rapid prototyping is not a way to create a final product: While rapid prototyping is a valuable tool for testing and iterating on designs, it is not a way to create a final product. The goal of rapid prototyping is to test and refine the design, not to create a final product.
- Rapid prototyping is not a way to create a detailed design: While rapid prototyping can provide a high-level overview of the design, it is not a way to create a detailed design. The goal of rapid prototyping is to test and refine the design, not to create a detailed design.
Note that the specific advantages of rapid prototyping may vary depending on the context and goals of the design process.
You should not name your layers in Figma.
False
Correct! The best practice is to name your layers in Figma, as this assists you with organizing and identifying your layers. Designers are sometimes tempted to leave their layers panel looking like organized chaos, making it difficult to find things. Figma documents can become overly complex, so it’s best to name your layers.
Gemini
The statement is False. Here’s why naming your layers in Figma is important and beneficial:
- Organization: Clear layer names help you navigate complex designs, especially as your project grows.
- Efficiency: Easily find and manipulate specific elements without manually searching through the layers panel.
- Collaboration: If you work with others, named layers improve understanding and communication about the design.
- Accessibility: Descriptive layer names make your design more accessible for screen readers and assistive technologies.
ChatGPT
False. It’s generally recommended to name your layers in Figma (or any design tool). Naming layers can greatly improve the organization and clarity of your design files, making it easier for you and your collaborators to understand the structure of the design and locate specific elements.
Llama3
The correct answer is:
1 point
False
In Figma, it is actually recommended to name your layers to help organize and structure your design. Naming your layers can help you and others quickly understand the purpose and function of each layer, making it easier to collaborate and maintain your design.
Naming your layers can also help you to:
- Keep your design organized and easy to navigate
- Quickly identify and locate specific elements in your design
- Communicate effectively with your team and stakeholders
- Make changes and updates to your design more efficiently
So, it’s actually a good practice to name your layers in Figma.
Is there a difference between Groups and Frames in Figma?
Yes
Correct! Groups are defined by their contents. Your group’s boundaries are the outer edges of whatever is inside. On the other hand, the boundaries of your frame are independent of what’s inside.
Gemini
Yes, there are key differences between Groups and Frames in Figma:
Groups
- Purpose: Combine multiple elements for easier organization and simultaneous actions (move, resize, etc.).
- Layout Behavior: Groups don’t have distinct layout properties. Their size adapts to the elements they contain.
- Less Structured: Great for simple grouping, but less rigid in terms of defining layout and responsiveness.
Frames
- Purpose: Act as containers with their own layout properties and clipping behavior.
- Layout Control: Frames let you define how their contents should be arranged (e.g., alignment, spacing, resizing behavior).
- Nesting: You can nest frames within frames for complex hierarchies.
- Clipping Masks: Frames can mask their contents, hiding portions that overflow their boundaries.
In Summary:
- Use Groups for basic organization and when layout flexibility is needed.
- Use Frames to establish structure, control the layout of elements, and create more sophisticated designs.
ChatGPT
Yes, there is a difference between Groups and Frames in Figma.
- Groups: Groups are used to organize multiple layers together. They do not have a defined size or shape and can contain any number of elements. Groups are mainly for organizational purposes and do not affect the layout of the design.
- Frames: Frames, on the other hand, are containers with defined dimensions that hold content within them. Frames are often used for creating layout structures, such as sections of a webpage or components of a user interface. They define a specific area where elements are placed and can have constraints applied to control the layout behavior.
Llama3
The correct answer is:
1 point
Yes
In Figma, there is a difference between Groups and Frames.
Groups:
- A Group is a container that holds multiple layers together.
- When you create a Group, you can add multiple layers to it, and the Group will behave as a single entity.
- Groups are useful for organizing and structuring your design, making it easier to manage and manipulate multiple layers.
Frames:
- A Frame is a container that defines a specific area within your design.
- When you create a Frame, you can add layers to it, and the Frame will constrain the layers to the specified area.
- Frames are useful for creating reusable components, such as buttons or icons, and for creating complex layouts.
In summary, Groups are used to organize and structure your design, while Frames are used to create reusable components and complex layouts.
So, while both Groups and Frames are used to organize and structure your design, they serve different purposes and are used in different contexts.
Which of the following are fidelity levels in prototyping?
Mid-fidelity
Correct! Mid-fidelity prototypes allow users to concentrate on interactivity. They aid in the validation of element and screen behavior. These are frequently created using wireframes.
High-fidelity
Correct! High-fidelity prototypes, which closely resemble the finished product, tend to focus on visual design.
Low-fidelity
Correct! Low-fidelity prototypes allow users to concentrate on how they will use a product.
Gemini
Here’s the breakdown of fidelity levels in prototyping:
Correct Answers:
- Low-fidelity: Basic, often hand-drawn sketches focusing on core layout and functionality.
- Mid-fidelity: More detailed wireframes, potentially created with digital tools, adding content and visual hierarchy.
- High-fidelity: Interactive prototypes resembling the final product in look and feel, used for testing and stakeholder presentations.
Incorrect Answer:
- No-fidelity: While extremely rough ideas might be considered “no-fidelity,” it’s not a commonly used prototyping term. Prototypes usually imply at least a minimal representation of the idea.
ChatGPT
The fidelity levels in prototyping include:
- Low-fidelity
- Mid-fidelity
- High-fidelity
These fidelity levels represent different degrees of detail and refinement in prototypes, with low-fidelity prototypes focusing on basic concepts and high-fidelity prototypes closely resembling the final product in terms of appearance and functionality.
Llama3
The correct answer is:
1 point
No-fidelity, Low-fidelity, Mid-fidelity, High-fidelity
In prototyping, fidelity refers to the level of detail and realism in a prototype. The four common fidelity levels are:
- No-fidelity: A very low-fidelity prototype, often represented by simple sketches or diagrams.
- Low-fidelity: A basic prototype that is still rough and simple, but more detailed than a no-fidelity prototype.
- Mid-fidelity: A prototype that is more detailed and realistic than a low-fidelity prototype, but still not as detailed as a high-fidelity prototype.
- High-fidelity: A highly detailed and realistic prototype that is very close to the final product.
These fidelity levels are important in prototyping because they allow designers to test and refine their designs at different stages of development.
Constraints help maintain consistent spacing across different container sizes and configuring resizing behavior.
True
Correct! Constraints help maintain consistent spacing across different container sizes and configuring resizing behavior.
Gemini
The statement is True. Here’s how constraints work in design tools like Figma:
- Maintaining Relationships: Constraints define how an element should be positioned or resized relative to its parent container (often a frame).
- Responsive Design: When the container changes size (ex: on different screen sizes), the element with constraints will adjust its position or dimensions accordingly.
- Examples:
- A button pinned to the bottom right corner of a container.
- Text fields that expand to fill available space.
- Margins that maintain consistent spacing regardless of content size.
ChatGPT
True. Constraints in design tools like Figma help maintain consistent spacing and resizing behavior across different container sizes and layouts. They allow you to specify how elements should behave relative to each other and to the container, ensuring a consistent and responsive design.
Llama3
The correct answer is:
1 point
True
Constraints in CSS Grid and Flexbox help maintain consistent spacing across different container sizes and configuring resizing behavior. Constraints are used to define the behavior of grid cells or flex items when the container is resized. They help maintain consistent spacing and alignment, even when the container size changes.
Constraints can be used to:
- Maintain consistent spacing between grid cells or flex items
- Configure resizing behavior, such as making grid cells or flex items resize proportionally or fixed
- Define the minimum or maximum size of grid cells or flex items
- Define the spacing between grid cells or flex items
By using constraints, developers can create responsive and flexible designs that adapt to different container sizes and resizing behaviors.
A grid is the intersection of rows and columns that create units of space. Each design element (text, images or buttons) fits into modules.
False
Correct! A module is the intersection of rows and columns that create units of space. Each design element (text, images or buttons) fits into modules.
Gemini
The statement is True. Here’s why:
- Grid’s Purpose: A grid creates a structured framework for layout in design.
- Rows and Columns: Lines intersect, creating a series of cells or modules.
- Element Placement: Design elements are strategically aligned within these grid modules for visual consistency and balance.
- Flexibility: Grids don’t mean rigid uniformity; they can be adapted with different column widths, spacing (gutters), and hierarchy.
ChatGPT
True. In design terminology, a grid is indeed the intersection of rows and columns that create units of space. Design elements such as text, images, or buttons are typically aligned to this grid, fitting into modules to create a cohesive layout. This approach helps maintain consistency and alignment throughout the design.
Llama3
The correct answer is:
1 point
True
A grid is indeed the intersection of rows and columns that create units of space, and each design element (text, images, or buttons) fits into modules. In a grid-based design, the grid is the underlying structure that defines the layout of the design elements. The grid is composed of rows and columns that intersect to create a series of cells or modules. Each design element is then placed within these modules to create the overall layout of the design.
In a grid-based design, the grid is used to:
- Organize and structure the design
- Create a consistent and predictable layout
- Define the spacing and alignment of design elements
- Create a flexible and responsive design that adapts to different screen sizes and devices
By using a grid-based design, designers can create a clear and consistent visual hierarchy, making it easier to communicate the design intent and ensure that the design is consistent across different devices and screen sizes.
Which of these elements are included in typography terminology? Select all that apply.
Weight
Correct! The overall thickness of a typeface’s stroke is referred to as its weight. Weights can range from extremely light to extremely heavy.
Cap Height
Correct! The cap height of a typeface refers to the height of the capital letters. The cap height indicates the height of flat letters such as M, H, T, or I, as opposed to round letters such as S, O or Q, or pointy letters such as A and V, which overshoot. It should be noted that the cap height is less than the typeface’s maximum height.
Baseline
Correct! The baseline is the point at which the text line rests. It calculates the distance between the written content and other elements on the interface.
Kerning
Correct! Kerning is the space that exists between two specific letters. It differs from tracking in that it does not apply to all characters.
Gemini
Here’s the breakdown of which elements are part of typography terminology:
Correct Answers:
- Weight: Refers to the thickness of the strokes in a font (e.g., regular, bold, light).
- Cap Height: The height of uppercase letters in a typeface.
- Baseline: The invisible line on which most letters “sit.”
- Kerning: The adjustment of spacing between individual letter pairs.
Incorrect Answers:
- Arial and Calibri: These are specific font families, not general typographic terms.
ChatGPT
Typography terminology includes:
- Weight
- Cap Height
- Baseline
- Kerning
These terms are commonly used to describe various aspects of typefaces and their characteristics. “Arial” and “Calibri” are specific typefaces (fonts), not typography terminology.
Llama3
The correct answers are:
- 1 point
- Weight
- Cap Height
- Baseline
- Kerning
The following elements are included in typography terminology:
- Weight: Refers to the thickness or boldness of a font.
- Cap Height: Refers to the height of the capital letters in a font.
- Baseline: Refers to the imaginary line on which the letters sit in a font.
- Kerning: Refers to the adjustment of the space between characters to improve the appearance of text.
The other options are not included in typography terminology:
- Arial: Is a font family, not a typography term.
- Calibri: Is a font family, not a typography term.
Note that typography terminology is a specific set of terms used to describe the design and appearance of typefaces, including font families, font styles, and font sizes.