Question Description

I’m working on a databases multi-part question and need a sample draft to help me learn.
 
One of the key skills for a UX professional is to be able to quickly generate design ideas. In this assignment, you will sketch ideas and then generate a storyboard and wireframes in response to a design prompt.

Assignment Overview

Your Task: generate initial UX design concepts for a design prompt
Learning Goals: By the end of this assignment, the student will have gained experience with:

  • generating UX design concepts
  • envisioning user experiences in specific contexts for a specific group of users
  • documenting and communicating design concepts

Deliverable: A document that illustrates and briefly explains the design concepts.

Design Brief

Your task is to come up with a design concept for a mobile app in response to a design prompt.
Your prompt is:
Design a mobile app for [choose one from column A] for [choose one from column B] where the user’s primary goal is [choose one from column C].

Column A Column B Column C
food deliveryA astronauts entertainment
health monitor babies safety
matchmakingB amusement park patrons exploring new things
transportation nurses efficiency
recordingC artists style/fashion

A Food delivery could refer to getting food from a restaurant to a person, or from a bowl to a mouth, or from a field to a restaurant, or any other movement of food products.
B Matchmaking could refer to dating, but could also refer to finding others with shared interests, necessary expertise (e.g. job searching), access to resources (e.g. I have lots of chocolate, I’m looking for someone with lots of peanut butter) or various other contexts than romantic relationships.
C Recording system refers to anything used to document events. It could be a video camera, but it could also be a court stenographer.

Process

To develop your concept, you should go through three steps:

Step 1. Sketching

Once you have chosen your prompt, you should sketch ideas. This is basically your brainstorming phase. You should quickly sketch different ideas that could respond to your prompt. You should sketch at least 10 (or more) initial ideas, with the goal that each one is a distinct idea. These can be small sketches – 10 or more could fit on the same page. You should do this quickly – aim for 15-20 minutes. If you start feeling stuck, try some “far out” concepts. There are no bad ideas at this early stage.
After you have completed your first round of sketching, you should reflect on the set of sketches, and select the most promising three sketches. For each of these, spend another 10 minutes or so sketching at least 5 variations on that same approach. Again, these sketches do not need to be large. The goal of this phase is to better understand the feasibility of the concept.
At this point, you should choose one sketch (or a small number of sketches) that provide a path forward for your design.
By the end of this phase, you should have spent 45-50 minutes sketching (15-20 min. brainstorming + 3 x 10 minutes development) and have at least 25 sketches.
All sketches should be done by hand on paper. For this step, do not use digital tools.

Step 2. Storyboarding

You should create a storyboard that illustrates the experience of using the system you designed. You can show the entire user journey through the app, or you can illustrate a smaller task.
Your storyboard should have 6-8 panels. The storyboard should focus on the user experience, not on the interface itself. The storyboard should show the task in context. Specifically, it should show:

  • Characters (users)
  • Setting and environment
  • Task sequence
    • What leads a person to use the technology? What is the motivation?
    • What are the key steps or actions?
    • What is the outcome?
  • Emotions
    • What are people feeling before, during, and after using the system?

The storyboard should not be overly detailed – use just enough detail to give a sense of the items above. We will not be grading for artistic merit or drawing skill – stick figures and simple diagrams are OK. It is OK to use text captions, but keep them short and to the point.
It is OK to use a digital tool to create your storyboard if you wish. However, paper and pen/pencil will likely be easier and are in many ways preferable.

Step 3. Develop a Wireframe in Figma

If you have not done so yet, you should sign up for the free education plan in Figma.
Next, create a wireframe for 3 pages of your app in Figma. Your wireframes should be medium fidelity. They should not include high-fidelity look and feel (colors, fonts, graphics) or real content. Annotate the wireframes so that it is clear to the viewer what they are looking at and what the interface can do.
Be sure that at least one (and preferably more) of the pages you choose to wireframe responds directly to the design prompt. In other words, at least one page should be in some way tailored not just to the task at hand, but also to the user population and their overall goal as stated.

Deliverable

Your deliverable will be a document that presents and describes your work. It is not necessary to structure this assignment as a report, but your design concepts should be clear. It is OK to use bullet points or lists instead of full paragraphs.
Your document should have the following components:

  • Your name, title, and date for the assignment
  • A statement of the prompt you were designing for, along with a brief summary (100-200 words) describing your overall design concept.
  • Your sketches, storyboard, and wireframes. Take pictures of any paper drawings or export image files from Figma and include them in your document. Ensure that they are sized appropriately and have enough contrast that they will be readable in your document. Provide appropriate labels.
  • Include a link to your wireframe in Figma. Make sure the link is viewable by anyone.
  • As with any assignment, if you seek inspiration from other sources, you should reference them. This applies to designs. It is ok to borrow from designs you like, from your favorite apps or websites. But we ask that you reference where you get inspiration from.

Grading

Grading will be based on three criteria:

  • How well does the proposed app respond to the prompt? This criteria means that your design should address all three parts of the prompt (the task, the user, and the goal). You can address this in your text summary to help the grader recognize what you have done, but it should be clear in the storyboard and wireframes that you have considered the context as well as the task.
  • Is the design sensible and well laid out? Is it well presented?
  • How well do the sketches, storyboard, and wireframe communicate the design ideas?

We will not grade the artistic quality of your drawings. Your sketches and storyboard do not need to be polished, but they should be clear enough that we can understand what you are showing.
Figma provides sample wireframes, and there are many examples available on the web. However, these should be used as inspiration and examples, not as shortcuts. Your sketches, storyboard and wireframe should be made from scratch by you, not by copying examples and modifying them. Just like you do for programming classes or writing classes, everything you produce here should be created by you beginning to end. We want to see your independent work. Thus, the rubric includes this criteria: “Work does not rely on existing examples for the structure and interactions; shows independent work in creating the application tailored to the design prompt”.


Update: Wireframe Clarification (February 27, 2021)

I want to make a couple of clarifications regarding your wireframes for this assignment. If you have already submitted and did not follow the guidance below, you should revise your document and resubmit.

Appropriate Level of Detail

When you create your wireframe, we want to see that you are able to create an appropriate abstract representation that communicates function and layout while using placeholders correctly. As such, we do not want you to provide high-fidelity mockups. It’s OK to include text on buttons or menus, but any text content should use dummy text like Lorem Ipsum (Links to an external site.) or a specialized font like Redacted (Links to an external site.). Similarly, it’s OK to use small amounts of color to show functionality like links or to distinguish specific interface elements, but it should be flat and simple. In other words, if you use color, it should be to help show structure or function, not to show what the design will eventually look like.
The image below provides a quick guide for the level of detail we are expecting.
Depiction of three levels of fidelity for wireframes and mockups
If you want to include high-fidelity mockups in addition to your wireframes you can, but they are not required and will not be graded.
For a deeper dive into the appropriate level of detail for wireframes, check out “The Right (and Wrong) Way to Wireframe” by Joe Natoli (Links to an external site.).

Include Your Wireframes In Your Document

When you prepare your deliverable, you should include images of your wireframes in your document. You should also include a link to your wireframes on Figma. You must include both.
Instructions for how to export images from Figma for inclusion in your deliverable can be found at https://help.figma.com/hc/en-us/articles/360040028114
 

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