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Unit3_Project_Design_Lifecycle

The document outlines the Project Design Lifecycle for software applications, consisting of four phases: Discovery, Define, Design, and Implement, followed by continuous Usability Testing. It emphasizes a human-centered, iterative, and evidence-based approach, focusing on real user needs and refining designs through research and testing. Key activities include stakeholder interviews, persona creation, prototyping, and usability testing to ensure effective and user-friendly software solutions.

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0% found this document useful (0 votes)
4 views19 pages

Unit3_Project_Design_Lifecycle

The document outlines the Project Design Lifecycle for software applications, consisting of four phases: Discovery, Define, Design, and Implement, followed by continuous Usability Testing. It emphasizes a human-centered, iterative, and evidence-based approach, focusing on real user needs and refining designs through research and testing. Key activities include stakeholder interviews, persona creation, prototyping, and usability testing to ensure effective and user-friendly software solutions.

Uploaded by

vrc.cse
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

USABILITY DESIGN OF SOFTWARE APPLICATIONS • UNIT III

Project Design Lifecycle


Discovery → Define → Design → Implement (Prototype) → Usability Testing

Redesign Projects • Personas & Scenarios • Heuristics-driven Usability Testing


CORE CONCEPT

What Is a Project Design Lifecycle?

Definition

The Design Lifecycle is a structured, repeatable process that a UX/UI


team follows to take a product from an unclear problem to a validated,
usable solution. It moves through four core stages —Discovery, Define,
Design, and Implement followed by continuous Usability Testing.

Key Idea

Human-centered: every decision is validated against real user needs, not assumptions.

Iterative: teams cycle through the phases multiple times, refining with each pass.

Evidence-based: each phase produces artefacts (personas, wireframes, test reports) that justify the next decision.

03
PROCESS MAP

The Four Phases at a Glance

1 2 3 4
DISCOVERY → DEFINE → DESIGN → IMPLEMENT

Understand users & problem Frame the real problem Ideate & prototype solutions Build the design prototype

USABILITY TESTNG — runs continuously & loops back to any earlier phase

05
PHASE 1
Definition

Discovery Discovery is the research phase in which the design team investigates users, their
environment, business goals, and the existing product (if any) before proposing any
solution. The goal is to build empathy and gather evidence, not to design yet.

Guiding Questions

1 Who are the real users, and what are their goals?

2 What problems do they currently face with the product?

3 What does the competitive/market landscape look like?

4 What technical and business constraints exist?

Phase 1 of 4

06
PHASE 1 — DISCOVERY

Key Activities & Techniques

Stakeholder Interviews User Interviews & Surveys Contextual Inquiry


Talk to product owners, business teams, and support Collect qualitative (interviews) and quantitative Observe users in their real environment — e.g.,
staff to learn goals, constraints, and past decisions. (surveys) data directly from target users. watching a shopper use a grocery app in-store.

Competitive / Heuristic Analysis Analytics Review Product Appreciation Assignment


Study competitor apps and evaluate the current Examine existing usage data (drop-off rates, click-paths, Systematically evaluate the current product for
product against usability heuristics. support tickets) for pain-point signals. functionality, ease of use, ergonomics & aesthetics.

07
PHASE 1 — WORKED EXAMPLE

Discovery in Action: Campus Food-Delivery App

Case Study (running example used throughout this unit)


A student team is asked to redesign "CampusEats", a food-ordering app used by a university's students and canteen staff, because users complain it is
"slow and confusing."

Discovery Findings
Deliverable of This Phase
12 student interviews reveal the menu takes 5+ taps to reach.

A Discovery Report summarizing user quotes, pain points, analytics


Analytics show a 40% drop-off at the payment screen.
evidence, and a short competitive scan — the raw material the
team will interpret in the Define phase.
Canteen staff report frequent order-detail mistakes.

Competitor apps (Zomato, Swiggy) use a 1-tap reorder button.

"Discovery answers WHAT is happening.


Define will answer WHY it matters."

08
PHASE 2
Definition

Define Define is where raw research from Discovery is synthesized into a clear, actionable
problem statement. The team decides exactly who they are designing for and what
problem is truly worth solving.

Guiding Questions

1 What patterns emerge across user interviews?

2 Who is the primary user we are designing for?

3 What is the single most important problem to solve first?

4 How will we know if we've solved it?

Phase 2 of 4

09
PHASE 2 — DEFINE

Key Activities & Techniques

Affinity Mapping User Personas


Cluster raw research notes (sticky notes) into themes to spot recurring pain Build fictional-but-data-based archetypes representing key user groups (see Case
points. Study).

User Journey Mapping Problem Statement (POV)


Chart each step a persona takes to complete a task, noting emotions and friction Write a precise 'User needs a way to ___ because ___' statement to focus the
points. team.

How-Might-We Questions
Reframe the problem statement into open questions that invite many solution
ideas.

10
PHASE 3
Definition

Design Design is the ideation and creation phase, where the team explores many possible
solutions and progressively refines the best ones into tangible artefacts — from rough
sketches to polished, testable prototypes.

Guiding Questions

1 What is the best information architecture for this content?

2 What are multiple ways to solve the defined problem?

3 How should the interface look, flow, and feel?

4 Is the design consistent with usability heuristics?

Phase 3 of 4

12
PHASE 3 — DESIGN

Key Activities & Techniques

Information Architecture Sketching & Ideation Wireframing


Organize content/features into a logical structure — Generate many quick, low-cost concepts (e.g. Crazy-8s) Create low-fidelity, grayscale layouts that define
sitemaps, card sorting. before committing to one. structure and hierarchy, not visuals.

Prototyping Visual / UI Design Heuristic Self-Review


Build interactive mock-ups (paper to high-fidelity) that Apply color, typography, and branding once the Check the emerging design against Nielsen's 10
simulate the real product. interaction structure is validated. usability heuristics before testing.

13
PHASE 3 — PROTOTYPE FIDELITY

Low-Fidelity vs. High-Fidelity Prototypes

Aspect Low-Fidelity High-Fidelity

Purpose Test structure & flow early Test visuals, micro-interactions & content

Tools Paper, pen, whiteboard, Balsamiq Figma, Adobe XD, Sketch

Time to build Minutes to hours Days

Detail level Boxes, labels, arrows only Real colors, fonts, images, animation

Best used in Early Design phase, quick iteration Late Design / Implement phase

Cost of change Very low — redraw and move on Higher — more effort to revise

14
PHASE 4
Definition

Implement Implement is where the validated high-fidelity design becomes a working design
prototype — a click-through, interactive model that closely simulates the final app, ready
for engineering handoff and rigorous usability testing.

Guiding Questions

1 Does the prototype behave like the real product?

2 Are design specs (spacing, color, type) fully documented?

3 What assets/components will developers need?

4 Is the design system consistent across every screen?

Phase 4 of 4

16
PHASE 4 — IMPLEMENT

Key Activities & Deliverables

Interactive Prototype Design System / UI Kit


Link high-fidelity screens with clickable hotspots to simulate real navigation and Define reusable components — buttons, colors, type scale — for visual and
transitions. functional consistency.

Redlines & Specs Developer Handoff


Annotate exact spacing, sizes, and states so developers can implement pixel- Share assets (icons, exported images) and specs via tools like Figma Inspect or
accurate UI. Zeplin.

Design QA
Review the built product against the prototype to catch visual/functional drift
before release.

17
Usability Testing

Definition

Usability Testing is the process of evaluating a product by observing real (or representative) users as they attempt realistic tasks, to uncover
usability problems and measure how effectively, efficiently, and satisfyingly the design supports users.

Why it runs throughout — not just at the end

Discovery Design Implement

Usability testing of the OLD product reveals Testing paper/wireframe prototypes catches Testing the high-fidelity prototype validates
what to fix structural flaws early the final experience

19
TESTING TOOLKIT

Common Usability Testing Methods

Think-Aloud Protocol A/B Testing First-Click Testing

Users verbalize thoughts while performing tasks, exposing Two design variants are shown to different user groups to Measures where users click first on a task — a strong
confusion and expectations in real time. compare performance quantitatively. predictor of overall task success.

Heuristic Evaluation System Usability Scale (SUS) Card Sorting

Expert reviewers judge the interface against established A validated 10-item questionnaire producing a single Users group content items to reveal a mental model for
usability principles (e.g. Nielsen's 10). comparable usability score (0–100). organizing information architecture.

21
MEASURING SUCCESS

Key Usability Metrics

Task Success Rate Time on Task Error Rate SUS Score

% of users who complete a task How long users take to complete Number of mistakes made per Standardized 0–100 usability
without help a task task attempt score from survey

Higher = better Lower = better Lower = better Above 68 = good

Example — CampusEats Test Result: Task success rate rose from 61% (old design) to 94% (redesigned prototype) across 15 student test participants; average checkout
time dropped from 48s to 12s.

22
CASE STUDY, PART A

Identifying Personas

Definition

A persona is a fictional, research-based character that represents a segment of real users, capturing their goals, behaviors, frustrations, and context —
used to keep design decisions focused on real needs, not the designer's own assumptions.

What Every Persona Should Include


Name, photo & demographics Goals & motivations
Makes the persona memorable and relatable to the team What the user is fundamentally trying to achieve

Pain points / frustrations Behaviors & tech context


Specific obstacles the current product creates Devices used, frequency of use, technical comfort

A representative quote
One sentence capturing the persona's attitude

23
CASE STUDY, PART B

Identifying Scenarios

Definition

A scenario is a short narrative describing a persona's goal, context, and step-by-step actions while using the product to accomplish a realistic task.
Scenarios turn an abstract persona into a concrete story the team can design and test against.

Structure of a Good Scenario

Who Context Goal Steps Outcome

Where/when the task


What the persona wants to The sequence of actions Success, failure, or lingering
Which persona is involved happens, and their
achieve taken in the product frustration
emotional state

25
RECAP

The Project Design Lifecycle — At a Glance


Discovery

Usability
Implement Testing
Define

Design

Every loop is grounded in real personas and scenarios discovered from users.

29

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