Part B: Prototype Note: The prototyping guidelines addressed in the Required Resources for this assessment?will help inform your
Part B: Prototype
Note: The prototyping guidelines addressed in the Required Resources for this assessment will help inform your prototype development.
For this part:
- Build a prototype that suits the goals and expectations of customers who will be using it. Your prototype should provide the look and feel of your user experience, with all of the following demonstrated:
- Adhere to best design principles for layout and style.
- Build navigation and controls that users would find intuitive.
- Incorporate accessibility factors into the design of your interface.
- Develop a flow that allows users to achieve their goals efficiently.
Choosing a Tool to Build the Web Pages
You may use any tool available to you to build the Web pages as long as it will allow you to create one Web page per file in one of the following formats: .sketch, .psd, .pdf, .png, .jpg, .gif, or .png. Note that this means you could also draw your screen or page by hand, and take a clear photo of it to generate a .jpg file. However, it will be difficult for you to add color, fonts, images, et cetera, if you use this approach. Possible tools include Paint, PowerPoint, Word, Adobe Illustrator, Visual Studio, Visio, et cetera. You may also use other prototyping tools that are available as open source or via free trial downloads. The only requirement is that you should able to save the page in one of the formats identified above (one screen per page per file).
After you have completed all of your screens or pages and saved them as individual files, plan the user flow between screens or pages for the customer to:
- Select from the menu.
- Pay for the meal.
- Submit the order.
Using InVision to Build Your Prototype
You are required to use InVision to build your prototype in this assignment. InVision offers a free account that will allow you to upload your screen or page files and link them together to mimic user task. Visit the InVision Web site (linked in the Resources under the Required Resources heading) and sign up for a free account.
Please note: InVision will ask for an e-mail address and a phone number. Promotional e-mails from InVision representatives are likely to arrive in the e-mail account you provide. You may wish to choose carefully what you share with InVision, if you would like to avoid being contacted by their representatives.
An initial Getting Started video will walk you through uploading your files and then linking them together by creating hotspots (ideally over buttons) so that you can establish the flow through the screens that the user will experience when using your restaurant ordering system. After you create your InVision account and log in, you can click Learn from the menu bar and view a variety of how-to videos. Start with the following (linked in the Resources under the Suggested Resources heading):
- Project Basics.
- Interactive Prototypes.
Complete creating the hotspots as well as the links between screens. Then test your prototype by beginning with the start screen and walking through the user tasks involved in selecting a meal, paying for it, and submitting the order.
After you have completed your prototype and reviewed it carefully, from the Prototype view in InVision, click the green Share icon and then click Public Share Link that appears in the gray bar at the bottom of the dialog box that opens. Copy and paste the URL to your prototype into a document that will contain your design justification
CREATING THE PROTOTYPE AND USER FLOW 1
Assessment 2: Creating the Prototype and User Flow
Dean M. Slocum
Capella University
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CREATING THE PROTOTYPE AND USER FLOW 2
Part A:
Task Flow – Human User Ordering a Meal Using an Online System
Task Name: Ordering Meal Online for Delivery
Activity Performed/By Whom (Human Role or Online System?)
Materials, Tools, or Resources Used in Task
Step 1 Customer, Goes to website Computer, Home Page
Step 2 Customer, Looks over menu Computer, Menu Page
Step 3 Customer, Adds items to cart Computer, Menu Page
Step 4 Customer, Selects delivery Computer, Cart Page
Step 5 Customer, Enter personal information Computer, Checkout Page
Step 6 Customer, Enter payment information Computer, Checkout Page
Step 7 Customer, Completes order Computer, Order Confirmation Page
Part B:
Prototype link: https://invis.io/58X9XMYU9FV#/417546232_Screen_1_Menu
Part C:
The design strategies that address human recognition and recall are based on the concept
of seeing and choosing. This is easily accomplished through the use of simplistic navigation
menus. These menus are easy to interact with and operate in a simplistic manner so as not to
confuse the patron. The menus are also universal throughout the website in an effort to maintain
that simplicity and provide a relief for the patron by not forcing them to recall all the navigation
information. The use of photos can be incorporated next to the food and beverage items in order
to aid in this as well. In order to support user activities and facilitate learning, the basic principals
of design are incorporated into the prototype. The list of user interface design principles can vary
depending on the situation and the source. For this project, the principles being utilized are
affordance, alignment, chunking, color, consistency, proximity, readability, recognition,
similarity, and visibility. A more in-depth look describes affordance as the use of common
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CREATING THE PROTOTYPE AND USER FLOW 3
metaphors and mimicking environments. Alignment deals with consistent and thoughtful
placement of items within the design. Chunking breaks down large pieces of information into
smaller, more manageable sizes so as to ease the user’s need to recall large points of data at once.
Color is used in organization and to make design aspects more appealing to the user. However,
color can be overused as well and so a balance must be found. Consistency will deal mainly with
repetition of navigation menus and symbols used throughout the design. Proximity will place
related content together. Readability simplifies wording and allows for a broader audience to
grasp the elements of the design. Recognition will be used to help aid the user along their
experience via the use of clues and easy to recognize icons. Similarity will help with the
placement of similar items together. Visibility will either restrict or aid in the user’s navigation.
The items on this list were used in several ways for several purposes. In regards to screen
structure, all pages shared a basic, universal design scheme. This includes colors, proximity,
consistency, and related design elements. Navigation controls are simple and concise. Basic
menus with few options and an obvious flow allow for a better, faster user experience. Colors,
are constant throughout the page designs. Also, high contrast elements are incorporated to aid in
visual manipulation to unconsciously help the user in their navigation of the ordering process.
Font and styles are consistent and easy to read. Clear size distinctions can be made to aid in
recognition of various elements on the page. User controls are plainly shown and designed. This
also aids in accessibility for users. Text and instructions are used to clearly describe certain
design elements such as interacting with the payment method fields.
Modifying the design of this ordering process is fairly straightforward. The design is
streamlined and compressed for smaller screens. The design elements are tweaked for a touch-
based interface. Visuals become even more vital to the user experience and are therefore utilized
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CREATING THE PROTOTYPE AND USER FLOW 4
more often versus text. The overall design will remain the same. However, the design will be
greatly compressed to accommodate the varying screen sizes and orientations. Proper testing via
the use of wireframes and prototypes will be key to creating a successful mobile design.
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