Using InVision to Build Your Prototype

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IT_FP3301_SlocumDean_Assessment2_1.docx.pdf

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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