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UI/UX - Week 4
WTWD 610 - Prototyping & Wireframing
| Term | Definition | Example |
|---|---|---|
| Prototyping | The process of creating an interactive model of a design to test and validate ideas before full-scale development. Prototypes can range from low-fidelity sketches to high-fidelity, interactive digital models. | Using Figma to create a clickable prototype of a mobile app to test user interactions. |
| Wireframing | The process of creating a simplified, visual representation of a user interface, focusing on layout, structure, and content hierarchy without detailed design elements. | Sketching a basic wireframe of a website’s homepage to plan the placement of the header, footer, and main content sections. |
| Low-Fidelity Wireframe | A simple, rough sketch or outline of a user interface, focusing on the basic layout and structure rather than detailed design elements. | Drawing a hand-sketched wireframe of a login page, showing the position of the username and password fields, and the login button. |
| High-Fidelity Wireframe | A detailed and polished representation of a user interface, including specific UI elements, typography, spacing, and often some interactivity. | Creating a high-fidelity wireframe in Figma that includes exact fonts, colors, and clickable elements to closely resemble the final product. |
| Rapid Prototyping | A method of quickly creating prototypes to test and iterate on design ideas in a short timeframe. | Using Figma’s prototyping features to rapidly create and test multiple versions of a user interface within a single day. |
| Iterative Design | A cyclic process of prototyping, testing, analyzing, and refining a product or process. Iterative design aims to improve the design with each cycle based on user feedback and testing results. | Continuously refining a prototype based on user testing feedback to improve usability and functionality. |
| User Interface (UI) Elements | The components that users interact with on a digital product, such as buttons, text fields, checkboxes, and icons. | Designing UI elements like buttons and input fields in a high-fidelity wireframe. |
| Interaction Design | The practice of designing interactive digital products, focusing on creating engaging interfaces with well-thought-out behaviors. | Designing a responsive navigation menu that adapts to different screen sizes and user interactions. |
| Sketch (Lo-fi) | A rough, hand-drawn representation of a user interface, focusing on the basic layout and essential elements without detailed design. | Drawing a simple sketch of a mobile app screen to outline the main navigation and content areas. |
| Figma | A web-based interface design tool that enables collaboration among designers in real-time. It is used to create wireframes, prototypes, and high-fidelity designs for web and mobile applications. | Using Figma to design and prototype a mobile app interface. |
| Usability Testing | The process of evaluating a product by testing it with representative users. Usability testing helps identify usability issues and gather feedback to improve the design. | Conducting usability tests on a prototype to observe how users interact with the interface and identify any pain points. |
| Microinteraction | A single interaction with a product that accomplishes one task, often involving small design elements that enhance the user experience. | Adding a subtle animation to a button when a user hovers over it to provide visual feedback. |