Case study: Mobile application prototype
“Design a prototype for a mobile application that enhances the home vegetable gardening experience for users. This app will pair with an in-soil smart device that actively measures soil conditions.”
User research provides the following requirements:
“I want to set and change my location.”
“I want to know the current soil conditions in my garden.”
“I want more information about what plants will grow well for me.”
Based on the above requirements, I can get started on a low-fidelity wireframe that will likely need several screens containing:
Users current location, edit button
Info page displaying current soil conditions
List of recommended vegetables
With the initial wireframe complete, I can share the design idea with users to see if this hits the mark. Overall feedback is positive, but users would also like more information about the vegetables they can grow, so they don’t have to research basic information like planting schedules or how much sunlight would be required.
An updated wireframe now includes an additional screen where a user can drill-down from the list of vegetables to get much more detail.
Users are thrilled to see that they will be able to get all of the info they’d need directly from the app. Next, I can move on to creating a higher-fidelity prototype using Figma.
The prototype below includes flow lines between each of the buttons and screens to indicate the intended user interactions.
Case study: E-commerce site design
The following images outline the design of an e-commerce site for a fictional drone courier service based in Manhattan.
The design process begins with an understanding of requirements:
What is the product?
Who is the user of the product?
How will the user interact with the product?
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