Prototypes, Design Principles, Usability Testing
This Week
- Prototyping
- Design Principles
- Style guide
- Gulfs of evaluation and execution
- Usability Testing
Prototyping
Types of Prototyping and processes
- Low-Fidelity Prototypes (Lo-Fi)
- Mid-Fidelity Prototypes
- High-Fidelity Prototypes (Hi-Fi)

1. Low-Fidelity Prototypes (Lo-Fi)
These are simple, rough representations of a design concept. They help in exploring ideas quickly without focusing on visuals or details.
Examples:
- Paper sketches or wireframes Purpose:
- Visualize structure and layout
- Explore multiple ideas quickly
- Gather early feedback on flow and usability
- Quick and cheap
- Saves implementation time

2. Mid-Fidelity Prototypes
These add more detail and structure than low-fidelity ones but are still not fully polished.
Characteristics:
- Basic UI elements (buttons, menus, icons)
- Partial content and limited colors
- Some interactivity (clickable navigation) Tools:
- Figma, Adobe XD, Sketch, Axure Purpose:
- Refine navigation flow
- Test functionality and layout clarity
- Communicate design direction to stakeholders

3. High-Fidelity Prototypes (Hi-Fi)
These are close to the final product in terms of visuals, interaction, and user experience. Characteristics:
- Real images, icons, fonts, and colors
- Interactive animations and transitions
- Functional components mimicking real app behavior Tools:
- Figma, Adobe XD, InVision, ProtoPie, Framer Purpose:
- Conduct realistic usability testing
- Get stakeholder approval
- Serve as a reference for developers

The Guide Method

Guidelines for interface design
ways to present general interface design guidelines
General guidelines for interface design is a crucial part of communicating standards that ensure usability, consistency, and accessibility across digital products.
General guidelines for interface design
- Design Principles Document This is a written set of high-level rules that guide design decisions across projects.
- Design System / Style Guide A design system or style guide is a comprehensive visual and functional library that defines how UI elements should look and behave.
- Heuristic Checklists Heuristic checklists are evaluation tools based on established usability principles (like Nielsen’s 10 heuristics
- Storyboards and Personas These visual storytelling tools communicate design guidelines through user scenarios.
- Interactive Prototypes and Demonstrations Instead of static documents, guidelines can be shown in action through prototypes.
- Training Workshops and Presentations Sometimes, guidelines are best introduced through live sessions or team workshops.
There are several ways of presenting general guidelines for interface design. We will have a look at two:
Microsoft Windows Style Guidelines.
Shneiderman’s Guidelines
Ben Shneiderman, a leading expert in (HCI), developed a set of principles to guide designers in creating user-friendly, efficient, and error-tolerant interfaces.
key principles- form the foundation for effective interface design
- Know Thy User,
- Follow the Eight Golden Rules,
- Prevent Errors
Principle 1: “Know Thy User”
- Designers must have a deep understanding of their users — their goals, abilities, limitations, preferences, and working environments. Knowing your user helps ensure the system is intuitive, accessible, and aligned with real user needs.
- Conduct user research (interviews, surveys, observations).
- Create user personas and user journey maps to understand motivations and pain points.
- Design with empathy — consider different user skill levels, including beginners, intermediates, and experts.
- Provide customization or flexibility (e.g., shortcut keys for expert users, guided tutorials for novices).
Principle 2: Follow the Eight Golden Rules
Classic set of usability heuristics that guide the structure and behavior of interactive systems.
- Strive for consistency Use consistent terminology, layout, colors, and behavior throughout the interface.
- Enable frequent users to use shortcuts Allow experienced users to work faster with keyboard shortcuts or command customization.
- Offer informative feedback The system should always keep users informed about what’s going on (e.g., “File uploaded successfully”).
- Design dialogs to yield closure Organize interactions into clear sequences with a beginning, middle, and end (e.g., confirmation messages after completing a task).
- Offer simple error handling Design the interface to prevent errors when possible and provide clear instructions to recover when they occur.
- Permit easy reversal of actions Support undo, redo, or back functions so users can explore without fear.
- Support internal locus of control Let users feel in control of the system — avoid unexpected actions or interruptions.
- Reduce short-term memory load Keep information visible and minimize the need to remember data between screens or steps.
Principle 3: Prevent Errors
A well-designed interface should minimize the possibility of user errors and help users recover gracefully if mistakes occur. Error prevention is more effective than error correction.
Application in UX/UI Design:
- Use constraints to prevent invalid inputs (e.g., date pickers, drop-down lists).
- Provide real-time validation (e.g., “Password must include at least 8 characters”).
- Use confirmation dialogs for critical actions (e.g., deleting files).
- Highlight potential mistakes before they happen (e.g., warning icons or tooltips).
- Design clear error messages that explain what went wrong and how to fix it.
Microsoft Windows Style Guidelines
- Clarity and Affordance Buttons and interactive elements should clearly appear clickable or tappable.
- Navigation Use a clear, consistent, and easy-to-follow menu structure.
- Commands and Actions Label buttons with clear action verbs (e.g., Save, Submit, Cancel).
- Layout and Alignment Align icons, buttons, and text to maintain a clean, balanced interface.
- Typography Use legible fonts (e.g., Arial, Segoe UI) for comfortable on-screen reading.
- Color and Contrast Apply colors purposefully
- Feedback Provide clear responses to user actions (e.g., confirmation after submitting a form).
- Responsiveness Ensure quick and smooth reactions to user inputs without noticeable delay.
- Accessibility Design interfaces usable by all, including users with disabilities
Application Style Guide
- An application style guide is a set of rules that defines how a user interface (UI) should look and behave. It helps ensure that all parts of an application have a consistent design and user experience.
- Defines a standard interface style
- Focuses on the surface (appearance)
- Creates a uniform “look and feel”
- “Look” means the visual appearance — colors, typography, and layout.
- “Feel” means how users interact with it — the behavior when clicking buttons, navigating menus, or getting feedback.

Application style guide: benefits
A more consistent user interface
- Increased user productivity, because a consistent style reduces what users need to learn and remember, resulting, in shorter training time and fewer user errors.
- Reduction in the huge range of choices offered to GUI designers in color, font sizes and styles, window controls, etc.
- Increased developer productivity, because developers are applying and specializing standard formats rather than re-inventing new ones.
- Enhances collaboration among team members. Designers, developers, and other stakeholders can refer to the style guide
- Facilitates rapid/fast prototyping and wire framing
Contents of a style guide
- Introduction: Overview: Explanation of the purpose and scope of the style guide. Target Audience: Information about who the style guide is intended for (e.g., designers, developers, writers). Revision History: Details about updates and revisions made to the style guide over time.
- Product Identity: Mission and Values: The core principles and beliefs of the brand. Logo Usage: Guidelines on how the logo should be used, including size, color variations, and clear space requirements. Color Palette: Primary and secondary colors Typography: Fonts, sizes, and styles to be used in various contexts (headings, body text, etc.). Imagery: Guidelines for selecting and using images, illustrations, and graphics that align with the brand’s visual identity.
- UI Design:
- Layout Grid: Information about the grid system used for the layout, specifying column widths, gutters, and margins.
- Interactive Elements: Styling and behavior guidelines for buttons, links, form fields, etc.
- Navigation: Design principles for menus, navigation bars, and other navigation elements.
- Iconography: Guidelines for icon design, including size, style, and context of use.
- Forms: Best practices for form design, including input fields, labels, and error messages.
- Feedback and Animation: Guidelines for providing feedback to users and using animations/transitions
- Content Guidelines: Tone of Voice: Describes the brand’s tone, whether it’s formal, casual, technical, etc. Writing Style: Guidelines for grammar, punctuation, and style preferences (e.g., Oxford comma usage). Content Structure: How content should be organized, including headings, subheadings, and bullet points.
- Development Guidelines: Coding Standards: Best practices for writing clean and maintainable code in various programming languages. Responsive Design: Guidelines for ensuring the application’s responsiveness on different devices and screen sizes. Accessibility: Techniques and best practices for making the application accessible to users with disabilities.
- Usage Examples: Real-life Examples: Demonstrations of correct and incorrect usage of design elements and content. Case Studies: In-depth analyses of successful design implementations
- Glossary: Key Terminology: Definitions of terms and jargon used within the context of the brand or industry.
- Resources: Tools and Software: Information about software tools used for design, development, and collaboration. Assets: Access to downloadable assets, such as logo files, templates, and design elements.
- Contacts: Support: Contact information for individuals or teams providing support for design, development, or content-related queries.
Problems with the Design of Interfaces
Gulfs of Execution and Evaluation
When a user is trying to carry out tasks using an interface, there are two very common types of problem they can encounter:
gaps in the interaction between users and systems
Gulf of Execution refers to the gap between a user’s intentions (what they want to do) and the actions available to them in the system (what they can actually do).
Example: Imagine a user wants to print a document but struggles to find the “Print“ button in a new software interface.
Gulf of Evaluation refers to the gap between the system’s response and the user’s ability to interpret that response to determine whether their action was successful.”
Example: Suppose the user clicks “Print” on a document. After clicking, nothing seems to happen, and there’s no feedback from the system
Reducing the Gulfs
To reduce the gulfs, provide:
- Visibility (affordances)
- Feedback
- Consistency
- Non-destructive operations
- Discoverability
- Reliability
Donald A. Norman and Jakob Nielsen. 2010. Gestural interfaces step backward in usability. Interactions 17, 5 (September 2010), 46-49.
Usability
Usability refers to how easy and effective it is for users to interact with a system, product, or service. Usability measures how well a system supports users in achieving their goals with efficiency, satisfaction, and minimal errors.
Examples of usability questions
- Will the design of this ATM prevent people from leaving their bank cards behind?
- Is this button on the screen too small to press accurately?
- And if the user accidentally presses the button, will he/she manage to undo the effects?

General Categories of Usability
See Redmond-Pyle & Moore, Section 1.2:
- Effectiveness:
- How effectively and/or quickly can the users perform their tasks using the interface?
- Learnability:
- How much training time and practice do users require to be effective with the system?
- If users only use the system intermittently, how long does it take to relearn the system each time they use it?
- Flexibility:
- Is the interface still effective if there are changes in the task or environment?
- Attitude/Satisfaction:
- Do people experience using the system as frustrating, or rewarding?
- Do users like the system?
The need to measure usability
We need to be able to measure usability, to get feedback about our designs (and thus improve them) (Dumas & Redish p184).
a lot of valuable information can be gained, which can improve a design greatly. This is the whole point of measuring usability.
Measuring Usability
- Useful terminology:
- A measurement is formative if it gives back information that provides input into a design (helps form the design)
- A measurement method is summative if it gives information about whether a design meets a standard or not, with no feedback into the design
Usability Measuring Methods
According to Preece, there are two main types of evaluation methods used in design: theoretical and practical.
- Analysis (Theoretical Method)
- This method focuses on thinking and reasoning about how users will interact with the design, not actually building or testing it.
- You create a model of the user’s activities (how they would use the system), and then you analyze that model to predict problems or improvements.
- It doesn’t require a working prototype or implementation, just a detailed description of the design.
- It’s low-cost and can be done early in the design process.
- It also needs very little advance planning compared to real user testing.
- Evaluation (Practical Method)
- In this method, the design must be built or implemented, at least as a prototype (a working model).
- The prototype is then tested with real users to see how well it works and how people actually use it.
- It is more expensive than theoretical analysis because it takes time, planning, and resources to build and test the system.
- There are many ways to test, such as usability testing, user observation, interviews, or surveys but it’s important to observe users while they interact with the design.
Evaluation (formative)
- Formative evaluation means testing and improving the design while it’s still being developed so that each new version is better than the last.
Evaluation (summative)
- Summative evaluation means testing the complete product at the end to see how well it works, and using the results to improve the next version.
Key Takeaways from Today
- Prototyping
- Design Principles
- Style guide
- Gulfs of evaluation and execution
- Usability Testing
Next Week
- Evaluation
部分信息可能已经过时













