Unit 4
Unit 4
“People don't know what they want until you show it to them ”- Steve Jobs.
Conceptual Model:
● Definition: A conceptual model is an abstract representation of a system or product
that outlines the key components and their relationships. It focuses on how users
perceive the system and how they understand its functionality. It helps in framing
the user's mental model of how the system operates.
Conceptual Design:
● Definition: Conceptual design refers to the process of developing the overall
structure and layout of the system or product based on the conceptual model. It
involves creating the design specifications and visual representations that will be
used during development. The focus is on how the system will look and function in
practice.
● Purpose: To translate the conceptual model into a tangible design that can be further
developed and tested, ensuring that the user experience aligns with the intended
functionality.
○ User Perception: Users would understand that they can control all devices
from a single app, create automation routines (like turning off lights at
night), and receive alerts from security cameras.
2. Conceptual Design:
○ User Experience: The design might show a dashboard where users can
easily access the status of their devices, set schedules, and customize
settings, ensuring a user-friendly experience for managing their home.
→ Conceptual design is an early phase of design.it is the very first stage of the
product/service process, where drawings and other illustrations or models are
used.
→ It serves to provide a description of the proposed product, in terms of set of
integrated ideas and concepts about what it should do, behave, and look like in
a way that is understandable for users.
→ It is the design of interactions, experiences, processes, and strategies and is the
point at which people, knowledge, product, services, processes and
profitability meet vision and endless possibilities each acting as a distinct
color on the canvas of the designer.
→ It is grounded in more abstract thinking until a detailed design is ready to be
created.
→ Concept model=the foundation of the interface, different users’ interfaces
could be built upon it.
→ Interface design translates the concept models into things people can see and
interact with.it involves design choices but must stay faithful to the concepts
and terminology of the concept models.
→ Conceptual design is:
➢ Designing systems so users can understand them.
➢ Assisting the user to build useful metal models.
→ Interface Design is:
➢ Representing the conceptual model to the user
Conceptual Mental
model model
Designer user
System
image
system
4.1. Definition of prototype
• A prototype is a draft version of a product that allows designers to explore ideas and
show the intention behind a feature or the overall design concept to users before
investing time and money into development.
Or
Or
• Representation of Conceptual design for users and designers, and other stakeholders
to interact with
Or
• A prototype in Design Thinking is “A simulation or sample version of a final
product, which is used for testing prior to launch.”
→ The Goal of a prototype is the test products and services then its ideas before
spending lots of time and money into creating the final version of the sellable
product.
→ The word “prototype” comes from the Greek Prototypos, a compound of
protos(“first”) and typos (“mold, “pattern”, “impression”)
→ Prototypes are one of the most important steps in the design process, yet it is
very confusing to create and execute.
→ A prototype can be almost anything from a series of sketches representing
different screens of the final version of pixel-perfect product.
→ Prototypes play a major role in solving the usability issues before the launch
of the product.
→ The prototype stage is when designers create a model designed to solve user’s
problems or validate ideas that can be tested in the test phase of the process.
→ Prototyping helps designers to unveil and explore these human needs, opening
the door to insightful interaction and more empathetic design solutions.
→ When human beings can view the prototype, then it understood all the
processes involved with the product, especially areas of contention for future
testing, then prototype comes to life.
→ In this phase, the idea selected at the best is expanded into a design concept.
→ It must be clarified how the idea can be visualized and made tangible to test it
and with the customer.
→ According to the rules “Be visual and make it to tangible" and" fail early and
often", the idea concepts are to be visualized as quickly as easily as possible are
made tangible and comprehensible to test the effect of the customer and to learn
from positive or negative feedback.
→ Based on Idea concept, it must be clarified which visualization and prototyping
techniques should be best be used
→ As a first step it must be clear which goal is to be pursued.
What do you want to learn from the customer/ users with the help of
surveys interviews, observations, prototype test, pilot applications?
How uncertain are the results?
What can you not experience?
→ The time and cost budget are also a factor to consider when selecting
visualization and prototyping techniques.
→ Even the most experienced design teams cannot design the optimum solution
on the first trial. Good design is a result of several iterations.
→ Iteration is a cycle of doing something, testing it, improving it, and protecting
it. The most efficient method of iterative design is prototyping.
→ In general, the design teams have identified vetted solution concepts that are
worth bringing farther along the design path.
→ Solution concepts need stakeholder feedback as early and as often as possible
in the design process.
→ Prototypes are the most effective means by which stakeholders can understand
what the design team intends.
→ Prototyping as a creative tool requires the design team to clarify a solution
concept’s intentions and make decisions regarding what the concept is and is
not.
→ By being forced to shape the solution concept into something that can be
experienced, constraints and dependencies of logical flow, time and space,
human dynamics, and other principles and conventions force concepts to
transform into designs.
→ Prototyping causes the solution concept to evolve before the first stakeholder
encounter.
→ In prototyping stage three things are mainly taken care of
1. Creation of experience
2. Getting Feedback
3. Iteration
→ The step of prototyping is the one in which the end user comes into picture. The
end user is actively involved in this component of design thinking.
→ All the feedback is taken from the customer, and based on the criticisms,
suggestions, and appreciations received, the design thinkers create a better
solution after iterating the process of design thinking’s first three steps, viz.
Empathize, Define, and Ideate.
→ Prototyping requires thinkers to create tangible products, which can be small-
scale models.
→ One of the best ways to gain insights in a design thinking process is to carry out
some form of prototyping.
→ Prototyping involves producing an early, inexpensive, and scaled down version
of the product to reveal any problems with the current design.
→ Prototypes are often used in the final, Testing Phase in a design Thinking
process to determine how the users behave with the prototype, to reveal new
solutions to problems, or to find out whether the implemented solutions have
been successful.
→ In prototype stage the design team produces several inexpensive, scaled down
versions of the solution.
→ In this stage it is recommended to share prototype within the design team and if
possible, with a wider audience.
→ In this stage designers accept, improve, and re-examine or reject solutions based
on the user’s experience. Through this process, the design team will be better
able to tell how a real user would behave, think, and feel when interacting with
the learning solution.
→ In this stage, designers move from the abstract idea to a more tangible product.
→ Think about prototypes as primitive forms of what you vision the final product
to be.
→ A drawing of something pulled together on paper, a digital representation or
even a prototype printed by a 3D printer can all serve as an adequate example
of the product that designer imagined.
→ Think of open questions that the user can shoot towards designer when he
experiences the prototype.
● Prototyping helps designers and stakeholders visualize concepts and ideas, making it
easier to communicate design intentions and reduce misunderstandings.
● By identifying issues and making necessary changes in the prototyping phase, teams
can avoid costly revisions during later development stages, ultimately saving time
and resources.
● Prototypes enable designers to validate their design choices against user needs and
preferences, ensuring that the final product is user-centered and meets market
demands.
● By testing concepts and functionality early on, prototypes help to mitigate risks
associated with product development, increasing the chances of a successful
outcome.
4.1.2. Four Qualities of Prototyping:
The Qualities of prototyping are:
Representation This form of the prototype is mainly structured for presentation and keynote
uses. That may be a paper-pen, digital or code
precision The fidelity of the prototype is defined here. It explains the level of detail,
realism, and final design. Such as Low-fidelity and high-fidelity.
Interactivity The functionality is open for the user. i.e fully functional, partially functional
or no interactions at all
Evolution The life cycle of the prototype. some are built to re iterate and re-iterate until
it is precisely done, and some are just designed and thrown it away after the
certain outcome is made.
qualities of prototyping
Representation
interactivity
precision
Evolution
• Building a low-fidelity prototype is very helpful for exposing the idea for user feedback
and finding major issues that need to be fixed the early stages of design when re-
designing can be cheaper and quicker
Advantages of low fidelity prototypes:
• Low cost:
The cost of low Fidelity prototypes is extremely low.
• Fast:
Without focusing on every interface detail, designers can just follow their design ideas
and create a simple and testing product within a few minutes
• Easy to demonstrate, co-operate and iterate:
Without too many details, hello why prototypes do not require money professional
skills. And more people can join and collaborate on the same project it is also easy for
designers to make changes and iterate the prototype during the calibration.
• Easy to get feedback:
Since a low fertility is easy to carry and demonstrate designers can also directly share
it with other people to collect design feedback.
• Easy to detect and tackle potential issues:
A low Fidelity prototype also allows designers to test use flows and interactions. It is
good for designers to detect and tackle potential issues quickly.
Disadvantages of low-fidelity prototyping:
• Uncertainty during testing.
With a low-fidelity prototype, it might be unclear to test participants what is
supposed to work and what isn’t. A low-fidelity prototype can often require some
imagination from the user, typically based on a scenario that the research team has
written in advance, limiting the outcome of user testing.
• Limited interactivity.
It is impossible to convey complex animations or transitions using this type of
prototype.
Visual design Realistic and detailed design — all interface elements, spacing, and
graphics look just like the real version of the product
Content Designers use real or similar-to-real content. The prototype includes
most or all the content that will appear in the final design
Interactivity Prototypes are highly realistic in their interactions
• Easy buy-in from clients and stakeholders: This type of prototype is also good
prototype cannot.
Disadvantages of high-fidelity prototypes:
• Higher costs. In comparison with low-fidelity prototypes, creating high-fidelity
prototypes implies higher costs, both temporal and financial.
Early Design
Late Design
○ Purpose: Focus on concepts and user flow rather than detailed design.
○ User Feedback: Useful for testing usability and functionality before final
development.
Gather Materials:
❖ Gather the necessary materials, including blank paper, sketching pencils or markers,
and any reference materials like wireframes or mockups.
Storyboarding:
❖ Create a rough storyboard of the user flow and interactions. This will help in
organizing the screens and user interactions logically.
Sketching:
❖ Start sketching each screen of the user interface on separate pieces of paper. Use
simple shapes and icons to represent buttons, images, and other elements.
Linking Screens:
❖ As you sketch each screen, use arrows or lines to show the flow of interactions
between screens. This helps in visualizing the user journey.
Ways to Build:
Sketch by Hand:
→ Use sketching pencils or markers to draw the user interface and interactions directly on
blank paper. This is the most straightforward and common approach.
Use Templates:
→ Download or print paper prototyping templates available online. These templates often
include pre-drawn device frames or grid layouts to simplify the sketching process.
Example:
In public transportation example, designers have an idea to improve the bus stop layout
to enhance the user experience.
1. They start by creating a storyboard that outlines the different screens and interactions
involved in the new bus stop design.
2. Next, the designers sketch each screen on separate pieces of paper.
3. They draw the main bus stop screen with visual indicators for real-time bus tracking,
a button to request assistance, and a map for nearby attractions.
4. They also sketch screens for ticket purchasing and digital information
5. To simulate user interactions, they use sticky notes to represent dynamic elements like
pop-up menus or information panels that can be revealed upon user interaction.
6. The designers link the screens using arrows to show the flow of interactions.
○ Role-Playing: Act out user interactions with the paper prototype to understand
user experience.
○ Feedback Sessions: Involve users to interact with the prototype and provide
immediate feedback.
● Definition: A method that uses digital tools and software to create interactive and
high-fidelity prototypes.
● Advantages:
○ Interactivity: Users can engage with the prototype, providing more realistic
feedback.
○ Software such as Adobe XD, Figma, Sketch, and InVision are commonly
used for creating digital prototypes.
• Example:
In the transportation project, designers use software like Adobe XD or Sketch to design
a clickable prototype of a mobile app. Users can interact with the prototype to
experience the app's navigation and features.
○ Ensure that the concepts and solutions developed in previous phases meet user
needs and expectations.
2. Gather Feedback:
○ Collect qualitative and quantitative feedback from users to understand their
experiences and perceptions of the prototype.
3. Identify Issues:
○ Detect usability problems, design flaws, or any other challenges that users may
encounter when interacting with the prototype.
4. Refine Solutions:
○ Use the insights gained from testing to make iterative improvements and
adjustments to the design.
5. Enhance User Experience:
o Focus on optimizing the overall user experience by addressing user pain points and
enhancing features that resonate with users
3. Conduct Usability Testing: Observe users as they interact with the prototype.
This can be done through in-person sessions,
remote testing, or A/B testing methods.
1. Identify Goals:
○ Choose one element to change between the two versions, such as:
■ Headlines
■ Call-to-action buttons
■ Images or graphics
■ Color schemes
3. Create Variations:
○ Develop two versions:
○ Randomly assign users to either Group A or Group B to ensure that the test
results are unbiased and representative of the entire audience.
6. Collect Data:
○ Monitor and gather data on user interactions with both versions. Key
metrics to track may include:
■ Conversion rates
■ Click-through rates
■ Bounce rates
7. Analyze Results:
○ After the testing period, analyze the collected data to determine which
version performed better based on the predefined goals. Use statistical
analysis to ensure the results are significant and not due to random chance.
8. Make Decisions:
● Test One Variable at a Time: To accurately determine the effect of a change, test
only one variable in each A/B test.
● Use a Sufficient Sample Size: Ensure that the number of users in each group is
large enough to achieve statistically valid results.
● Define Success Metrics: Clearly outline what success looks like for the test to
measure performance effectively.
● Run Tests for a Sufficient Duration: Avoid making decisions too quickly; allow
tests to run long enough to capture meaningful data.
● Document and Share Findings: Keep detailed records of A/B tests, outcomes,
and insights to inform future testing and decision-making.
1. E-commerce Website: Testing two different product page layouts to see which one
leads to higher sales conversions.
2. Email Marketing: Sending two variations of an email subject line to evaluate which
one has a higher open rate.
3. Landing Pages: Comparing two different call-to-action buttons (e.g., "Sign Up Now"
vs. "Get Started") to determine which one generates more sign-ups.
● Identify User Challenges: Discover usability issues that may hinder user
experience.
● Improve Product Design: Gather insights to refine and enhance the design and
functionality of a product.
● Enhance User Satisfaction: Ensure that users find the product enjoyable and easy
to use, leading to a positive experience.
1. Define Objectives:
○ Establish clear goals for the usability test, such as specific tasks users
should complete or aspects of the product to evaluate.
2.Select Participants:
○ Create realistic tasks or scenarios that participants will perform during the
test. These tasks should reflect common user goals and interactions with the
product.
6. Collect Data:
■ Error rates: The number of mistakes made by users during the test.
○ Review the collected data to identify patterns and trends. Look for common
usability issues, user frustrations, and areas for improvement.
8. Make Recommendations:
○ Use the insights gained from usability testing to make improvements to the
product. Conduct further testing with new iterations to validate changes and
refine the design.
1. Website Testing: Observing users as they navigate a website to assess the ease of
finding information and completing tasks (e.g., making a purchase).
Problem Statement: Patients with chronic conditions find it challenging to remember and
adhere to their medication schedules.
1.Define Objectives:
○ Goal: Assess the ease of use and effectiveness of the Medication Reminder
App in helping patients manage their medication schedules. Specific
objectives may include:
2.Select Participants:
○ Recruit a diverse group of participants who represent the target user base,
including:
○ Create realistic tasks that participants will complete during the test, such as:
6. Collect Data:
■ Time on task: The time it takes for users to complete each task
(e.g., setting up a medication schedule).
7. Analyze Results:
○ Review the collected data to identify common patterns and trends. Look for
usability issues, such as:
■ Tasks that had low success rates or took too long to complete.
8. Make Recommendations:
○ Task: "Please set up your medication schedule for the next week, including
the dosage and timing."
○ Objective: Assess how intuitively users can enter and modify medication
information.
2.Responding to Reminders:
○ Task: "You receive a reminder to take your medication. Please show how
you respond to this notification."
● Evaluate Navigation: Assess how well users can understand and use the
navigation structure.
● Identify Structural Issues: Discover problems with the labeling and organization
of content that may confuse users.
○ Formulate specific tasks that participants will attempt to complete using the
tree structure. These tasks should reflect common user goals, such as
finding a particular piece of information or navigating to a specific section.
3.Select Participants:
○ Present participants with the tree structure and ask them to complete the
defined tasks. Participants should navigate through the tree to find the
requested information.
○ Observe participants as they interact with the tree, noting their paths,
decision-making processes, and any difficulties they encounter.
5. Collect Data:
6.Analyze Results:
○ Review the collected data to identify patterns and trends. Look for common
issues, such as:
■ Tasks that had low success rates or took too long to complete.
7.Make Recommendations:
○ Based on the analysis, create actionable recommendations to address
identified issues. Prioritize changes based on their potential impact on user
navigation and experience, such as:
1. Finding Information:
○ Task: "Please find information about the return policy for online
purchases."
○ Objective: Assess how easily users can navigate to the relevant section
within the tree structure.
2. Locating a Service:
○ Task: "Locate the services offered by the company."
○ Objective: Evaluate the clarity of service categories and user paths taken to
find them.
Problem Statement: Patients with chronic conditions find it challenging to remember and
adhere to their medication schedules.
■ Home
● Medication Schedule
○ Add Medication
○ Edit Medication
○ View Reminders
● Medication Information
○ Dosage Instructions
○ Side Effects
● Settings
○ Notification Preferences
○ Profile Management
○ Formulate specific tasks that reflect common user goals within the app. For
instance:
3.Select Participants:
○ Recruit a diverse group of participants who represent the target user base,
including:
○ Present participants with the tree structure and ask them to complete the
defined tasks. Observe their navigation paths, decision-making processes,
and any difficulties they encounter. Encourage participants to think aloud
during the process.
5.Collect Data:
6.Analyze Results:
○ Review the collected data to identify common patterns and trends. Look for
usability issues, such as:
■ Tasks that had low success rates or took too long to complete.
7.Make Recommendations:
1.Adding a Medication:
○ Objective: Assess how easily users can find the option to add medication.
2.Editing Dosage:
3.Viewing Reminders:
● Evaluate User Expectations: Determine whether users can correctly identify the
most relevant options to achieve their goals.
● Identify Navigation Issues: Discover areas where users may struggle due to unclear
labeling or poor layout.
● Enhance User Experience: Improve the design and information architecture based
on user behavior and preferences.
○ Develop clear and concise tasks that represent common user goals. For
example:
■ "Find the contact information for customer support."
3. Select Participants:
○ Recruit a representative sample of users who match the target audience of
the website or application. Aim for diversity in demographics and experience
levels.
○ Present participants with the defined tasks and a screenshot or live version
of the website or application. Ask them to click on what they believe is the
correct option to complete the task.
○ Record the first click made by each participant as well as any subsequent
clicks if necessary.
5. Collect Data:
■ Follow-up Clicks: Additional clicks made after the first click, which
can indicate confusion or misdirection.
6. Analyze Results:
○ Review the collected data to identify trends and patterns. Look for common
issues, such as:
7. Make Recommendations:
○ Objective: Evaluate if the layout and labels guide users to the product
information.
○ Objective: Determine if users can easily find FAQs and related support
resources.
Problem Statement: Patients with chronic conditions find it challenging to remember and
adhere to their medication schedules.
○ Develop specific tasks that represent common goals users would have within
the app. For example:
3.Select Participants:
○ Record the first click made by each participant and note any subsequent
clicks if they do not achieve success on the first attempt.
5. Collect Data:
6.Analyze Results:
○ Review the collected data to identify trends and patterns. Look for common
issues, such as:
7.Make Recommendations:
○ Based on the analysis, create actionable recommendations to improve the
app’s design. Prioritize changes that will significantly enhance user
experience, such as:
■ Implement the recommended changes and conduct further first-click testing with
new iterations of the app. Validate whether the modifications improve user success
and understanding
1.Adding a Medication:
○ Objective: Assess how easily users can locate the option to add medication.
2.Editing Dosage:
○ Objective: Evaluate if users can quickly find the option to adjust the dosage.
3.Viewing Reminders:
4. Concept Presentation:
• Show participants each design concept, providing a clear
description of the changes being proposed.
5. Gather Feedback:
• Ask participants to rate each concept based on their desirability
and appeal.
• Include open-ended questions to collect qualitative feedback on
what they like or dislike about each concept.
6. Data Analysis:
• Collect and analyze the survey responses to understand which
design concepts are preferred by users.
• Identify common themes and feedback that may indicate which
design elements resonate with the target audience.
7. Concept Refinement:
• Based on the feedback and preferences of participants, refine the
design concepts. Combine elements that received positive
feedback and address issues raised by participants.
8. Outcome:
• The concept testing process provides valuable insights into which
design elements and concepts are most appealing and user-
friendly.
• The chosen design concept can then be further developed and
implemented on the product pages. This can lead to improved user
engagement and increased sales.
A/b testing:
A/B Testing Process:
1. Baseline (A) vs. New Design (B):
• The current product page design (Baseline - A) is retained as the
control group.
• The new design (New Design - B) is introduced as the
experimental group.
2. Random Assignment:
• Users visiting the product page are randomly assigned to either the
A group (seeing the current design) or the B group (seeing the new
design).
• Ensure a roughly equal distribution of users between the groups.
3. Data Collection:
• Over a specified testing period, collect data on user interactions
with both versions of the product page.
• Track metrics such as conversion rate, bounce rate, average
session duration, click-through rate, and revenue generated.
4. Analysis:
• Compare the performance metrics between the A (baseline) and B
(new design) groups.
• Determine whether the new design (B) outperforms the baseline
(A) in terms of the specified metrics.
5. Statistical Significance:
• Ensure that the results are statistically significant to confirm that
any observed differences are not due to chance.
• This may require a sufficient sample size and the analysis of p-
values.
6. Outcome:
• If the new design (B) outperforms the baseline (A) in key metrics
with statistical significance, it indicates that the new design is
more effective in improving user engagement and driving sales.
7. Implementation:
• Based on the A/B testing results, implement the new design (B)
across the product pages to improve user engagement and drive
more sales.
8. Continuous Monitoring:
• Continuously monitor user engagement and sales to ensure that the
positive effects observed in the A/B test are sustained.
Usability Testing
Tree Testing:
First-Click Testing:
First-Click Testing Process:
1. Task Definition:
• Define specific tasks that users commonly perform on the product
pages, such as finding a specific product, adding it to the cart, or
checking out.
2. Participant Recruitment:
• Recruit participants who represent the target audience, including
current customers and potential customers.
3. Task Scenario Setup:
• Create a testing environment that simulates the e-commerce
website's product page, including the new design.
• Instruct participants to perform the defined tasks.
4. First-Click Observation:
• Observe participants as they interact with the new product page
design.
• Pay particular attention to the first click they make when attempting
to complete a task.
5. Task Completion:
• Continue observing as participants attempt to complete the entire
task.
• Note whether the initial click leads them in the right direction.
6. Feedback Gathering:
• Conduct post-test interviews or questionnaires to gather participants'
opinions on the effectiveness of the initial click and their overall
experience with the new design.
7. Analysis:
• Analyze the initial clicks made by participants and whether they
successfully led them to the correct path to complete the task.
• Evaluate participant feedback regarding the usability and
effectiveness of the new design.
8. Recommendations and Iterations:
• Based on the findings, make recommendations to optimize the
design to ensure that the first click guides users in the right direction.
• Implement these changes and retest to verify improvements in user
engagement and task completion.
9. Outcome:
• First-Click Testing results in a product page design that effectively
guides users with their initial clicks, leading to improved user
engagement and increased sales.